Problem:
The standard method of coloring the Mandelbrot set using max iterations leads to a lack of colors when zooming out and an oversaturation of colors when zooming in. The challenge is to create a coloring scheme that maintains a wide range of colors throughout various zoom levels.
Solution:
1. Histogram-Based Color Mapping:
2. Fractional Iteration Count (Mandelbrot Escape):
Additional Enhancements:
Example Implementation:
// Vertex Shader layout(location = 0) in vec2 pos; out vec2 p; void main() { p = pos; gl_Position = vec4(pos, 0.0, 1.0); } // Fragment Shader uniform vec2 p0; uniform float zoom; uniform int n; uniform int sh; uniform int multipass; in vec2 p; out vec4 col; // Compute fractional iteration count float mu = m + frac = n + 1 - log(log(sqrt(xx + yy)) / log(2.0)); mu *= float(1 << sh); int i = int(mu); // Multi-pass coloring if (multipass != 0) { // Quantize color based on iterations float r = (i >> 0) & 255; r /= 255.0; float g = (i >> 8) & 255; g /= 255.0; float b = (i >> 16) & 255; b /= 255.0; col = vec4(r, g, b, 255); } // Visible spectrum color gradient else { float q = float(i) / float(N); q = pow(q, 0.2); col = vec4(spectral_color(400.0 + (300.0 * q)), 1.0); }
Result:
This approach combines histogram-based coloring, fractional iteration count, and multi-pass recoloring to achieve a vivid and color-rich representation of the Mandelbrot set at all zoom levels.
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