@artemis this was on GPU, AMD Radeon RX 580, using GLSL written for the Fragmentarium shader programming environment (3Dickulus FragM fork, with some minor patches of my own applied, though I don't think they were relevant in this instance).
GLSL doesn't have native double precision transcendental functions (need: sqrt exp log atan cos sin), so they have to be implemented by hand (luckily someone else already did most of it). But they are also pretty slow.
@mathr Oh wow, you're doing it in straight up GLSL? That's super interesting. I've done a bit of that using Shadron, but I'll check out Fragmentarium. Thanks!
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