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github.com/BrutPitt/glChAoS.P @v1.6.9

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8,178 symbols 18,706 edges 417 files 1,408 documented · 17% updated 17mo agov1.6.9 · 2025-02-03★ 8558 open issues

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README

glChAoS.P ⋅ wglChAoS.P - Ver 1.5.3

glChAoS.P / wglChAoS.P ⋅ opengl / webglChaotic Attractors of Slight (dot) Particles

RealTime 3D Strange Attractors scout on GPU

The program also explores other chaotic-objects like hypercomplex fractals (IIM algorithm) and DLA3D

 

JetBrains supports glChAoS.PwglChAoS.P

many thanks to JetBrains for donating o.s.license for all their excellent products

 

All available releases     ==> Release Notes (what's new)

Desktop - v.1.5.3

  • glChAoS.P - DeskTop - binaries available Windows / Linux / Mac OS

WebGL - v.1.5.3

  • wglChAoS.P - WebG 2 via webAssembly - live / online using your browser - also for mobile devices
  • You can select Advanced Mode check box (default) or deselect it (Standard Mode) for low resources devices (mobiles/tablet/smartphones)
  • You can also to explore any single attractor, interactively, staring directly from web-page, using Explore button near/below any attractor formula: Attractors Formulas
  • WebGL release is a more limited/lightened version, but frequently updated/rebuilt with last commits

 

To view all "chaotic-objects" currently inserted in current release, follow the link: Attractors Formulas
*any single object can be explored interactively via WebGL/WebAssembly directly from site.

 

 

Latest features from ver.1.5.3

TransformFeedback → multiDot particles emitter

Now all dp/dt attractors (yellow tag) have an additional new emitter type to visualize them in a progressive way and/or with multiDot (spray) effect.\ Is also possible to travel, in first person (cockpit view), within the particles, following the evolution of the attractors.

Lorenz Attractor - click on image to "explore" it in WebGL
       *use "
v" key or "cockpit" button (from Attractors* tools window) to switch to subjective view (on right)

 

New menu is available to adjust these settings:

1) Panoramic/CockPit dots/s: different emitter speed for any view\ 2) Number of dots for each step, real dots/s emitted are: dots/s * Emit#\ 3) Multiplication factor of initial radial random speed\ 4) Air friction/deceleration\ 5) Point size: there are 3 different "pointSize" for: singleDot emitter, multiDot emitter and cockpitView\ 6) Particles LifeTime, in sec.\ 7) LifeTime attenuation: when the lifeTime ends, in blending mode, the particle attenuates the intensity of this factor, any second\ 8) Wind direction and intensity (in units/s)\ 9) Gravity/Acceleration direction and intensity (in units/s)\ A) Toggle cockpit view and related settings (following controls)\ B) Smoothing distance: in blending mode attenuates the intensity of near dots by distance\ C) Clipping distance: skip to draw closer particles\ D) PiP (Picture In Picture) feature\ E) TagretView is the current emitted dot, PointOfView is positioned on the wake: it adjusts the distance from head (it follows the attractor direction).\ F) Move back the PoV: it follows the vector PoV -> TGT\ G) Rotate the cam around TagretView, or better: around attractor head (last emitted dot), use reset to reposition the cam\ H) Move forward the TagretView position

 

Youtube Video

Simulating a comet's journey in Lorenz attractor Voyage in Multi-Chua II attractor

 

 

 

ver.1.4.2 feature: 11 unpublished attractor types: PopCorn, Mira, Hopalong and...

An absolutely personal and original "transformations" in 3D/4D of famous 2D attractors:

PopCorn, Morrone 4D transf. (ssss) Martin, Morrone 4D transf. PopCorn, Morrone 4D transf. (scsc)
sShot_20191118_173632 sShot_20191113_43629 sShot_20191112_04710
Mira, , Morrone 4D transf. Mira, Morrone 3D transf. Hopalong, Morrone 4D transf.
sShot_20191113_22737 sShot_20191113_2269 sShot_20191113_22333

Full descriptions, math formulas and code in the relative webpage: PopCorn, Mira, Hopalong and...
*now any single attractor is also explorable interactively via WebGL/WebAssembly directly from site.

 

 

Particle System rendering features

  • 100M of particles in minus of 1.6 GByte of VRAM.. up to 265M (4G VRAM): Slight (dot) Particles
  • only a vec4 (4-float) per vertex for position and color
  • Rendering: RealTime Surface Reconstruction / Shadows / Ambient Occlusion
  • Light Models: Phong / Blinn-Phong / GGX
  • Glow effects: Gaussian Blur / bilateral deNoise with threshold / Gaussian + deNoise
  • Anti-aliasing: FXAA
  • Image adjustment: Bright / Contrast / Gamma / Exposure / ToneMapping

With Billboard and PointSprite techniques

3D DLA (Diffusion Limited Aggregation) - DLA3D Video Example

This is an integrated version of more simple my DLAf-optimized repo that I used in glChAoS.P / wglChAoS.P for large-scale DLA3D growth, with possibility to export/import to/from PLY format and to continue a previous rendering.

Rendering models with Aizawa attractor - Video Example

Alpha Blending Solid Dots

Further rendering engine improvement (from ver. >= 1.3.x) - Rendering Video Example

DualPass rendering: Z-buffer surface reconstruction DualPass + Ambient Occlusion
DualPass + AO + Shadows DualPass + AO + Shadows + mixed AlphaBlending

*features also available in WebGL advanced version

 

 

wglChAoS.P - WebGL2 online version

This is a WebGL2 / WebAssembly lightened LIVE / ONLINE version of glChAoSP and Supports touch screen for mobile devices, smartphones and tablets

Go to wglChAoS.P - LIVE / ONLINE starting page

 

wglChAoS.P Advanced Mode - WebGL2 with new rendering engine

Starting from ver 1.3.2, also WebGL have new rendering engine: dual pass accurate rendering, shadows and ambient occlusion

*Advanced Mode not available/tested still for mobile devices

 

 

Hypercomplex fractals like attractors - via IIM (Inverse Iterations Method)

hypercomplex fractals hypercomplex fractals

 

 

glChAoS.P features

glChAoS.P is a 3D realtime Particle System with some unique features:

  • 100M of particles in minus of 1.6 GByte of VRAM.. until 265M (4G VRAM): Slight (dot) Particles
  • only 4-float (vec4) per vertex: position and color
  • PointSprite and Billboard particles types
  • 3D blended/solid/lighted particles
  • Single dot or DualPass rendering (surface reconstruction from zBuffer)
  • Shadows and AmbientOcclusion
  • Light models: Phong / Blinn-Phong / GGX
  • Distance attenuation on Size an Alpha channel
  • Full customizable colors, with several color palettes
  • Customizable glow effects: Gaussian Blur / bilateral deNoise with threshold / Gaussian + deNoise
  • Customizable FXAA filter
  • Motion blur
  • Post processing image correction:
    • gamma
    • exposure
    • brightness
    • contrast
    • toneMapping / HDR

... and more

For more usage info: glChAoS.P info

 

 

Some screenshots from different operating systems

Windows Windows Viewports
Linux Mac OS X

 

 

Hardware required:

  • glChAoS.P - GPU with OpenGL 4.1 or higher
  • wglChAoS.P - Browser with WebGL2 capabilities (FireFox, Chrome or Chromium based browsers)

Theoretically all graphics card that supports OpenGL 4.0 supports also OpenGL 4.5, depends only from drivers (and O.S.)

About the GPUs that support the OpenGL 4.5 (with appropriate drivers and OS permitting): - NVidia starting from GT/GTX 4xx series - AMD starting from HD 5xxx series - Intel starting from Ivy Bridge/Bay Trail CPUs (with HD 4000/2500 graphics)

Hardware recommended:

  • GPU starting from AMD HD 7970 / NVidia GTX 670 or with better performance
  • CPU with 2 or more cores

About performance

Glow effects, mostly with sigma > 5, and DualPass/Shadows/AO requires expensive calculations in terms of performance

If you have slow performance try, in this order: - Disable DualPass rendering and/or AO and/or Shadows - Disable GlowEffects and/or FXAA - Prefer Pointsprite: on AMD and Intel GPU (sensible differ

Core symbols most depended-on inside this repo

Shape

Function 3,223
Method 2,998
Class 1,641
Enum 316

Languages

C++88%
C12%

Modules by API surface

src/src/libs/glfw/deps/nuklear.h1,183 symbols
src/src/libs/imgui/imgui.cpp603 symbols
src/src/ShadersClasses.h366 symbols
src/src/libs/imgui/imgui_internal.h343 symbols
src/src/libs/glm/gtx/vec_swizzle.hpp336 symbols
src/src/libs/glfw/deps/glad/vulkan.h294 symbols
src/src/libs/imgui/imgui_widgets.cpp291 symbols
src/src/libs/lodePNG/lodepng.cpp249 symbols
src/src/libs/imgui/imgui.h200 symbols
src/src/libs/glm/detail/glm.cpp186 symbols
src/src/libs/imgui/imgui_draw.cpp175 symbols
src/src/libs/configuru/configuru.hpp169 symbols

For agents

$ claude mcp add glChAoS.P \
  -- python -m otcore.mcp_server <graph>

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