As preparation for my upcoming Major project, I’ve been looking into fractals. Specifically, how to calculate them in a shader in real-time.
You can read about my experiments with 2D fractals here.
Raymarching 3D Mandelbulb
Recently I’ve moved onto rendering 3D fractals, in preparation for a fractal lookdev tool I will be developing for my Major project. You can see the result of raymarching in a GLSL shader embedded in Qt here: