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1994-06-14
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91 lines
hints {; All of these need float . They are all distorted M-Sets.
}
Ilvifn1-iw { z = Pixel + 1/(fn1(p2*Pixel) - p1) :
z = sqr(z) + Pixel + 1/(fn1(p2*Pixel) - p1) , | z | <= 4 }
Ilvifn1fn2-iw {;don't fuaget float to puute akkurattly !
z = Pixel + 1/(fn1(p2*Pixel) - p1) + 1/(fn2(p2*Pixel) - p1):
z = sqr(z) + Pixel + 1/(fn1(p2*Pixel) - p1) + 1/(fn2(p2*Pixel) - p1) ,
| z | <= 4 }
Ilvifn1fn2-j {;don't fuaget float to puute akkurattly !
z = Pixel + 1/(fn1(p2*Pixel)) + 1/(fn2(p2*Pixel)):
z = sqr(z) + p1 + 1/(fn1(p2*p1)) + 1/(fn2(p2*p1)) ,
| z | <= 4 }
fn {z = fn1(Pixel) + 1/fn2(Pixel - p1) :
z = sqr(z) + fn1(Pixel) + 1/fn2(Pixel - p1) , | z | <= 4 }
fn[1/c] {z = fn1(Pixel) + fn2(1/(Pixel - p1)) :
z = sqr(z) + fn1(Pixel) + fn2(1/(Pixel - p1)) , | z | <= 4 }
ilvp+fn123 {
Ground = pixel+fn1(fn2(fn3(p2*pixel)))+fn1(fn3(fn2(p2*pixel))) ,
z=Ground :
z=sqr(z)+Ground,|z|<=4 }
ilvfn12rot {
; Exp( p1 * fn(|pixel|* ... )..) rotates the Pixels
; according to their distance from the origin when
; p1 is chosen complex (real (p1) translates them).
Ground = pixel+1/fn1(p2*pixel*exp(p1*fn2(|pixel|))),
z=Ground :
z=sqr(z)+Ground,|z|<=4 }
ilvsqzz {; p1<0 complex, ident, log
Ground = pixel*fn1(p2*exp(p1*fn2(|pixel|)*imag(pixel))),
z=Ground :
z=sqr(z)+Ground,
|z|<=4 }
ilvwav {
;pix/|pix| is a complex number with length 1 and the direction of
;the pixel.The faktor fn1(..) allows you to scale it the way
;you want. fn1=ident ,p1=1 should be the normal Mandl.
Ground = pixel/|pixel|*fn1(p1 * |pixel|),
z=Ground :
z=sqr(z)+Ground,
|z|<=4 }
Ilvifn1-iw1 {z = Pixel + fn1(p2*Pixel - p1) :
z = sqr(z) + Pixel + fn1(p2*Pixel - p1) , | z | <= 4 }
Ilvifn1-iw3 {z = 1/(fn1(p2*Pixel) - p1) + 1/(fn2(p2*Pixel) - p1):
z = sqr(z) + 1/(fn1(p2*Pixel) - p1) + 1/(fn2(p2*Pixel) - p1),
| z | <= 4 }
Ilvifn1-iw5 {z = 1/fn1(p1*Pixel) + 1/fn2(p2*Pixel) :
z = sqr(z) + 1/fn1(p1*Pixel) + 1/fn2(p2*Pixel),
| z | <= 4 }