Uploaded June 2017 | Updated September 2026, 3 hours ago
This the trial of rendering flight animation using Mandelbulber v2 with partially implemented OpenCL rendering engine.
There reason of this test was to check stability of application during long rendering and how rendering behaves when camera is very close to the surface. Because OpenCL kernel code runs using only single precision floating point numbers, it's not possible to do deep zooms of 3D fractals.
To render this animation in 4K resolutiuon it took only 9 hours on nVidia GTX 1050.
patreon.com/krzysztofmarczak
This the trial of rendering flight animation using Mandelbulber v2 with partially implemented OpenCL rendering engine.
There reason of this test was to check stability of application during long rendering and how rendering behaves when camera is very close to the surface. Because OpenCL kernel code runs using only single precision floating point numbers, it's not possible to do deep zooms of 3D fractals.
To render this animation in 4K resolutiuon it took only 9 hours on nVidia GTX 1050.
patreon.com/krzysztofmarczak







