-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathaizawa-attractor.html
More file actions
524 lines (458 loc) · 18.7 KB
/
Copy pathaizawa-attractor.html
File metadata and controls
524 lines (458 loc) · 18.7 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Aizawa Attractor — Particles</title>
<meta name="description" content="Spherical shell-like chaotic attractor with intricate toroidal surface patterns. 65,536 GPU particles.">
<meta name="author" content="Alexandru DAN">
<meta name="theme-color" content="#050505">
<link rel="canonical" href="https://particles.alexandrudan.com/aizawa-attractor.html">
<link rel="icon" type="image/svg+xml" href="favicon.svg">
<!-- Open Graph -->
<meta property="og:type" content="website">
<meta property="og:url" content="https://particles.alexandrudan.com/aizawa-attractor.html">
<meta property="og:title" content="Aizawa Attractor — Particles">
<meta property="og:description" content="Spherical shell-like chaotic attractor with intricate toroidal surface patterns. 65,536 GPU particles.">
<meta property="og:image" content="https://particles.alexandrudan.com/og-image.svg">
<meta property="og:site_name" content="Particles">
<!-- Twitter -->
<meta name="twitter:card" content="summary_large_image">
<meta name="twitter:title" content="Aizawa Attractor — Particles">
<meta name="twitter:description" content="Spherical shell-like chaotic attractor with intricate toroidal surface patterns. 65,536 GPU particles.">
<meta name="twitter:image" content="https://particles.alexandrudan.com/og-image.svg">
<style>
* { margin: 0; padding: 0; box-sizing: border-box; }
body { background: #000; overflow: hidden; font-family: 'Courier New', monospace; }
canvas { display: block; }
#controls {
position: fixed;
bottom: 24px;
left: 50%;
transform: translateX(-50%);
display: flex;
gap: 20px;
background: rgba(0,0,0,0.6);
backdrop-filter: blur(12px);
border: 1px solid rgba(255,255,255,0.08);
border-radius: 12px;
padding: 14px 28px;
z-index: 10;
align-items: center;
}
.ctrl-group {
display: flex; flex-direction: column; align-items: center; gap: 4px;
}
.ctrl-group label {
color: rgba(255,255,255,0.4); font-size: 9px;
text-transform: uppercase; letter-spacing: 1.5px;
}
.ctrl-group input[type="range"] {
-webkit-appearance: none; width: 100px; height: 3px;
background: rgba(255,255,255,0.15); border-radius: 2px; outline: none;
}
.ctrl-group input[type="range"]::-webkit-slider-thumb {
-webkit-appearance: none; width: 12px; height: 12px;
border-radius: 50%; background: #fff; cursor: pointer;
}
#info {
position: fixed; top: 24px; left: 28px; z-index: 10;
}
#info h1 {
color: rgba(255,255,255,0.7); font-size: 14px; font-weight: 400;
letter-spacing: 3px; text-transform: uppercase;
}
#info p {
color: rgba(255,255,255,0.25); font-size: 10px;
margin-top: 6px; letter-spacing: 1px;
}
#fps {
position: fixed; top: 24px; right: 28px;
color: rgba(255,255,255,0.2); font-size: 10px;
letter-spacing: 1px; z-index: 10;
}
.zoom-btn {
width: 32px; height: 32px; border-radius: 50%;
background: rgba(255,255,255,0.06); border: 1px solid rgba(255,255,255,0.12);
color: rgba(255,255,255,0.5); font-size: 18px; cursor: pointer;
display: flex; align-items: center; justify-content: center;
transition: background 0.2s;
font-family: monospace;
}
.zoom-btn:hover { background: rgba(255,255,255,0.12); }
</style>
</head>
<body>
<div id="info">
<h1>Aizawa Attractor</h1>
<p id="particle-count"></p>
</div>
<div id="fps"></div>
<div id="controls">
<div class="ctrl-group">
<input type="range" id="speed" min="0.1" max="5" step="0.1" value="1">
<label>Speed</label>
</div>
<div class="ctrl-group">
<input type="range" id="bloom" min="0" max="3" step="0.1" value="0.5">
<label>Bloom</label>
</div>
<div class="ctrl-group">
<input type="range" id="size" min="0.5" max="4" step="0.1" value="1.0">
<label>Size</label>
</div>
<div class="ctrl-group">
<input type="range" id="hueShift" min="0" max="1" step="0.01" value="0">
<label>Hue</label>
</div>
<button class="zoom-btn" id="zoomOut">−</button>
<button class="zoom-btn" id="zoomIn">+</button>
</div>
<script type="importmap">
{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/three@0.160.0/build/three.module.js",
"three/addons/": "https://cdn.jsdelivr.net/npm/three@0.160.0/examples/jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';
import { GPUComputationRenderer } from 'three/addons/misc/GPUComputationRenderer.js';
// =============================================
// CONFIG
// =============================================
// Texture size: WIDTH x WIDTH = total particles
const WIDTH = 256; // 256x256 = 65,536 particles
const PARTICLE_COUNT = WIDTH * WIDTH;
// =============================================
// SCENE
// =============================================
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 0.1, 2000);
camera.position.set(0, 0, 12);
const renderer = new THREE.WebGLRenderer({ antialias: false, powerPreference: 'high-performance' });
renderer.setSize(innerWidth, innerHeight);
renderer.setPixelRatio(1); // Force 1x for performance; bloom is the bottleneck at 2x
document.body.appendChild(renderer.domElement);
const orbitControls = new OrbitControls(camera, renderer.domElement);
orbitControls.enableDamping = true;
orbitControls.dampingFactor = 0.05;
orbitControls.autoRotate = true;
orbitControls.autoRotateSpeed = 0.5;
// =============================================
// POST-PROCESSING
// =============================================
const composer = new EffectComposer(renderer);
composer.addPass(new RenderPass(scene, camera));
// Half-resolution bloom for performance
const bloomPass = new UnrealBloomPass(
new THREE.Vector2(innerWidth / 2, innerHeight / 2),
0.4, // strength
0.3, // radius
0.8 // threshold
);
composer.addPass(bloomPass);
// =============================================
// GPU COMPUTATION (Aizawa attractor on GPU)
// =============================================
const gpuCompute = new GPUComputationRenderer(WIDTH, WIDTH, renderer);
// Position texture: stores (x, y, z, speed) per particle
const posTex0 = gpuCompute.createTexture();
// Aizawa attractor parameters
const A = 0.95, B = 0.7, C = 0.6, D = 3.5, E = 0.25, F = 0.1;
// Aizawa derivative function
function aizawa(x, y, z) {
const dx = (z - B) * x - D * y;
const dy = D * x + (z - B) * y;
const dz = C + A * z - (z * z * z) / 3.0 - (x * x + y * y) * (1.0 + E * z) + F * z * x * x * x;
return [dx, dy, dz];
}
// Seed particles along Aizawa trajectories using RK4
function seedTexture(tex) {
const data = tex.image.data; // Float32Array, 4 values per pixel (RGBA)
const DT = 0.005;
const NUM_TRAILS = 128;
const PER_TRAIL = Math.floor(PARTICLE_COUNT / NUM_TRAILS);
for (let trail = 0; trail < NUM_TRAILS; trail++) {
// Spread initial conditions around the attractor basin
const angle = (trail / NUM_TRAILS) * Math.PI * 2;
const r = 0.1 + (trail % 7) * 0.05;
let x = r * Math.cos(angle);
let y = r * Math.sin(angle);
let z = (trail % 13) * 0.15 - 0.5;
// Warm up to get onto the attractor
for (let w = 0; w < 500; w++) {
const [dx, dy, dz] = aizawa(x, y, z);
x += dx * DT;
y += dy * DT;
z += dz * DT;
}
for (let j = 0; j < PER_TRAIL; j++) {
const i = trail * PER_TRAIL + j;
if (i >= PARTICLE_COUNT) break;
// RK4 integration steps between particle placements
const steps = 2 + Math.floor(j * 0.15);
for (let s = 0; s < steps; s++) {
const [k1x, k1y, k1z] = aizawa(x, y, z);
const [k2x, k2y, k2z] = aizawa(x + k1x*DT*0.5, y + k1y*DT*0.5, z + k1z*DT*0.5);
const [k3x, k3y, k3z] = aizawa(x + k2x*DT*0.5, y + k2y*DT*0.5, z + k2z*DT*0.5);
const [k4x, k4y, k4z] = aizawa(x + k3x*DT, y + k3y*DT, z + k3z*DT);
x += (k1x + 2*k2x + 2*k3x + k4x) * DT / 6;
y += (k1y + 2*k2y + 2*k3y + k4y) * DT / 6;
z += (k1z + 2*k2z + 2*k3z + k4z) * DT / 6;
}
const idx = i * 4;
data[idx] = x;
data[idx + 1] = y;
data[idx + 2] = z;
data[idx + 3] = 0; // will store speed magnitude
}
}
}
seedTexture(posTex0);
// GPU shader: Aizawa equations computed entirely on GPU
const positionShader = `
uniform vec3 uMouse;
uniform float uMouseActive;
uniform float uDt;
uniform float uSpeed;
uniform float uFrame;
// Simple GPU-friendly hash noise
float hash(vec2 p) {
vec3 p3 = fract(vec3(p.xyx) * 0.1031);
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.x + p3.y) * p3.z);
}
float noise(vec2 p) {
return hash(p) * 2.0 - 1.0; // range [-1, 1]
}
void main() {
vec2 uv = gl_FragCoord.xy / resolution.xy;
vec4 pos = texture2D(texturePosition, uv);
float x = pos.x;
float y = pos.y;
float z = pos.z;
// Aizawa parameters
float a = 0.95;
float b = 0.7;
float c = 0.6;
float d = 3.5;
float e = 0.25;
float f = 0.1;
float dt = uDt * uSpeed;
// Aizawa equations with RK2 (midpoint method) for stability
float dx1 = (z - b) * x - d * y;
float dy1 = d * x + (z - b) * y;
float dz1 = c + a * z - (z * z * z) / 3.0 - (x * x + y * y) * (1.0 + e * z) + f * z * x * x * x;
float mx = x + dx1 * dt * 0.5;
float my = y + dy1 * dt * 0.5;
float mz = z + dz1 * dt * 0.5;
float dx2 = (mz - b) * mx - d * my;
float dy2 = d * mx + (mz - b) * my;
float dz2 = c + a * mz - (mz * mz * mz) / 3.0 - (mx * mx + my * my) * (1.0 + e * mz) + f * mz * mx * mx * mx;
// Add subtle noise perturbation to prevent trajectory collapse
vec2 seed = uv * 1000.0 + uFrame;
float nx = noise(seed) * 0.015;
float ny = noise(seed + 100.0) * 0.015;
float nz = noise(seed + 200.0) * 0.015;
x += dx2 * dt + nx;
y += dy2 * dt + ny;
z += dz2 * dt + nz;
// Store velocity magnitude in .w for coloring
float speed = length(vec3(dx1, dy1, dz1));
// Mouse attraction
if (uMouseActive > 0.01) {
vec3 toMouse = uMouse - vec3(x, y, z);
float mouseDist = length(toMouse);
float mouseForce = uMouseActive * 0.3 / (mouseDist * mouseDist + 1.0);
x += toMouse.x * mouseForce * dt;
y += toMouse.y * mouseForce * dt;
z += toMouse.z * mouseForce * dt;
}
gl_FragColor = vec4(x, y, z, speed);
}
`;
const posVar = gpuCompute.addVariable('texturePosition', positionShader, posTex0);
gpuCompute.setVariableDependencies(posVar, [posVar]);
posVar.material.uniforms.uDt = { value: 0.005 };
posVar.material.uniforms.uSpeed = { value: 1.0 };
posVar.material.uniforms.uFrame = { value: 0.0 };
posVar.material.uniforms.uMouse = { value: new THREE.Vector3(0, 0, -1000) };
posVar.material.uniforms.uMouseActive = { value: 0.0 };
// Wrap mode for the texture
posVar.wrapS = THREE.RepeatWrapping;
posVar.wrapT = THREE.RepeatWrapping;
const err = gpuCompute.init();
if (err !== null) {
console.error('GPU Computation init error:', err);
}
// =============================================
// PARTICLE RENDERING (custom shader reads GPU texture)
// =============================================
const vertexShader = `
uniform sampler2D uPositionTexture;
uniform float uHueShift;
uniform float uPointSize;
uniform float uScale;
attribute vec2 aTexCoord;
varying vec3 vColor;
vec3 hsl2rgb(float h, float s, float l) {
float c = (1.0 - abs(2.0 * l - 1.0)) * s;
float h6 = h * 6.0;
float x = c * (1.0 - abs(mod(h6, 2.0) - 1.0));
float m = l - c * 0.5;
vec3 rgb;
if (h6 < 1.0) rgb = vec3(c, x, 0.0);
else if (h6 < 2.0) rgb = vec3(x, c, 0.0);
else if (h6 < 3.0) rgb = vec3(0.0, c, x);
else if (h6 < 4.0) rgb = vec3(0.0, x, c);
else if (h6 < 5.0) rgb = vec3(x, 0.0, c);
else rgb = vec3(c, 0.0, x);
return rgb + m;
}
void main() {
vec4 posData = texture2D(uPositionTexture, aTexCoord);
float x = posData.x;
float y = posData.y;
float z = posData.z;
float speed = posData.w;
// Scale to fill screen (Aizawa is smaller than Lorenz)
vec3 pos = vec3(x, y, z) * uScale;
// Color: z-coordinate -> hue (maps shell layers), speed -> brightness
float zNorm = (z + 1.0) / 2.5; // Aizawa z roughly in [-0.5, 2.0]
float hue = fract(zNorm * 0.7 + uHueShift);
float saturation = 0.9;
float lightness = 0.1 + min(speed / 8.0, 0.28);
vColor = hsl2rgb(hue, saturation, lightness);
vec4 mvPosition = modelViewMatrix * vec4(pos, 1.0);
gl_PointSize = uPointSize * (55.0 / -mvPosition.z);
gl_PointSize = max(gl_PointSize, 0.2);
gl_Position = projectionMatrix * mvPosition;
}
`;
const fragmentShader = `
varying vec3 vColor;
void main() {
float d = length(gl_PointCoord - 0.5) * 2.0;
if (d > 1.0) discard;
// Soft gaussian falloff with bright core
float glow = exp(-d * d * 3.0);
float core = exp(-d * d * 12.0);
float alpha = (glow * 0.15 + core * 0.3);
// Slight color boost at core (hotter center)
vec3 col = vColor + core * 0.15;
gl_FragColor = vec4(col, alpha);
}
`;
// Create geometry with texture coordinates to look up GPU results
const geometry = new THREE.BufferGeometry();
const texCoords = new Float32Array(PARTICLE_COUNT * 2);
for (let j = 0; j < WIDTH; j++) {
for (let i = 0; i < WIDTH; i++) {
const idx = (j * WIDTH + i) * 2;
texCoords[idx] = (i + 0.5) / WIDTH;
texCoords[idx + 1] = (j + 0.5) / WIDTH;
}
}
// Dummy positions (will be overridden by vertex shader)
const dummyPositions = new Float32Array(PARTICLE_COUNT * 3);
geometry.setAttribute('position', new THREE.BufferAttribute(dummyPositions, 3));
geometry.setAttribute('aTexCoord', new THREE.BufferAttribute(texCoords, 2));
const material = new THREE.ShaderMaterial({
vertexShader,
fragmentShader,
uniforms: {
uPositionTexture: { value: null },
uHueShift: { value: 0.0 },
uPointSize: { value: 1.5 },
uScale: { value: 3.0 },
},
transparent: true,
blending: THREE.AdditiveBlending,
depthWrite: false,
});
const points = new THREE.Points(geometry, material);
const pivot = new THREE.Group(); pivot.add(points); scene.add(pivot);
// =============================================
// UI
// =============================================
document.getElementById('particle-count').textContent =
`${PARTICLE_COUNT.toLocaleString()} particles — fully GPU computed`;
const speedSlider = document.getElementById('speed');
const bloomSlider = document.getElementById('bloom');
const sizeSlider = document.getElementById('size');
const hueSlider = document.getElementById('hueShift');
const fpsEl = document.getElementById('fps');
document.getElementById('zoomIn').addEventListener('click', () => {
material.uniforms.uScale.value *= 1.15;
});
document.getElementById('zoomOut').addEventListener('click', () => {
material.uniforms.uScale.value *= 0.85;
});
// =============================================
// Mouse interaction
const mouse = new THREE.Vector2();
const mouse3D = new THREE.Vector3();
const raycaster = new THREE.Raycaster();
let mouseActive = false;
renderer.domElement.addEventListener('mousemove', (e) => {
mouse.x = (e.clientX / innerWidth) * 2 - 1;
mouse.y = -(e.clientY / innerHeight) * 2 + 1;
mouseActive = true;
raycaster.setFromCamera(mouse, camera);
mouse3D.copy(raycaster.ray.direction).multiplyScalar(15).add(camera.position);
});
renderer.domElement.addEventListener('mouseleave', () => { mouseActive = false; });
// ANIMATION LOOP (CPU does zero particle work)
// =============================================
let lastTime = performance.now();
let frameCount = 0;
function animate(now) {
requestAnimationFrame(animate);
frameCount++;
if (now - lastTime >= 1000) {
fpsEl.textContent = `${frameCount} FPS`;
frameCount = 0;
lastTime = now;
}
// Update uniforms from UI
posVar.material.uniforms.uSpeed.value = parseFloat(speedSlider.value);
posVar.material.uniforms.uFrame.value += 1.0;
bloomPass.strength = parseFloat(bloomSlider.value);
material.uniforms.uHueShift.value = parseFloat(hueSlider.value);
material.uniforms.uPointSize.value = parseFloat(sizeSlider.value);
// Update mouse uniforms
if (mouseActive) {
posVar.material.uniforms.uMouse.value.copy(mouse3D);
posVar.material.uniforms.uMouseActive.value = 1.0;
} else {
posVar.material.uniforms.uMouseActive.value *= 0.95;
}
// Run GPU computation (Aizawa equations on GPU)
gpuCompute.compute();
// Pass computed position texture to the render shader
material.uniforms.uPositionTexture.value =
gpuCompute.getCurrentRenderTarget(posVar).texture;
pivot.rotation.x += 0.0008;
orbitControls.update();
composer.render();
}
animate(performance.now());
// =============================================
// RESIZE
// =============================================
window.addEventListener('resize', () => {
camera.aspect = innerWidth / innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(innerWidth, innerHeight);
composer.setSize(innerWidth, innerHeight);
});
</script>
<script src="shared-ui.js"></script>
</body>
</html>