My astute readers may note I have written a more complete description of the actual algorithm for fractal flames in another article. This article is more about improvements to the general process in the software for rendering fractal flames.
Having been creating fractals for a number of years, I have grown considerably interested in making software that allows me to create these structures. Not considering CPU vs GPU, there are a couple of common approaches, and I have had the pleasure of trying them all out. After toying with various software and examining their inner mechanisms, I’m now familiar with how each of these programs render fractals.
Addiction to creating fractals can be a blessing and a curse. On the one hand, you are creating the most liberal art in the universe – pure color and shape – without so much as a single relation to a controversial topic. On the other hand, the artwork never provides complete gratification. It drives you to want to see more and more (and spend hours on end rendering it). The fine details are the main attraction and the source of endless entertainment.
There is an enormous potential in fractal design, and I’d like to see it manifested. However, fractal creation can be inherently slow or spotty in appearance depending on the type of fractal being rendered and the software used. Out of disappointment, I’ve pondered the details of the process and how to improve it. What follows in this article is an overview of those thoughts and an analysis of some of the solutions I’ve been dreaming up.