Fractal rendering can be
broken into steps
Steps should be abstracted
from each other
Provides maximum extensibility
and reusability
Fractal Calculation
Rendering
Shading
Observers register with subjects and
are notified when the subject changes
Commands separate actions from their
callers
Encapsulates data and responsibilities
between shader fragments
Needed to write to a framebuffer before
drawing to screen
Observers that are also subjects update
themselves
Document version needs to be considered
The renderer-shader interface is arbitrary
and incomplete
Plot doesn't follow the mouse when aspect
ratio is not 1
Canvas image scaling is incomplete
for OpenGL 4.0
Timeline sometimes disappears when JPanel
is repacked
Creating a plugin loader will increase
modularity and extensibility
Quaternions, n-gons, apollonian gaskets,
and multifractals
More realistic lighting and shading
Calculation, rendering, and shading
should be kept separate
Fractals are very abstract and require
careful interface design
Encapsulation simplifies passing uniform
variables to the shader at runtime
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