Author Archives: betelge

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Emulated 64-bit floats in OpenGL ES shader

In the previous post the resolution of a Mandelbrot set fractal was greatly increased by generating it in a vertex shader instead of a fragment shader, because full highp 32 bit floats where available instead of the mediump 16-bit half-floats that … Continue reading

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High precision floats in OpenGL ES shaders

In the previous post I tried emulating higher precision by using two 10-bit precision floats, but couldn’t get it working. As you can see in the lower part of the screenshots, the precision did increase but not by much. The upper part of the … Continue reading

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Emulated double precision in OpenGL ES shader

In the previous post, Generating the Mandelbrot set in an OpenGL ES shader, there was blockiness caused by the low precision of the fragment shader at a zoom level of just 100x. We would like to be able to scale the fractal by … Continue reading

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Generating the Mandelbrot set in an OpenGL ES shader

Fractals are easy to parallelize and GPUs are insanely fast at parallell tasks. Mobile devices are not intended to be used this way so we can forget about OpenCL and other GPGPU techniques and we can expect to find obscure vendor specific limitations … Continue reading

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