Open main menu
Home
Random
Recent changes
Special pages
Community portal
Preferences
About Wikipedia
Disclaimers
Incubator escapee wiki
Search
User menu
Talk
Dark mode
Contributions
Create account
Log in
Editing
Fractal flame
(section)
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Density estimation== The flame algorithm is like a [[Monte Carlo simulation]], with the flame quality directly proportional to the number of iterations of the simulation. The noise that results from this stochastic sampling can be reduced by [[Gaussian blur|blur]]ring the image, to get a smoother result in less time. One does not however want to lose resolution in the parts of the image that receive many samples and so have little noise. This problem can be solved with adaptive [[density estimation]] to increase image quality while keeping render times to a minimum. FLAM3 uses a simplification of the methods presented in *Adaptive Filtering for Progressive Monte Carlo Image Rendering*, a paper presented at [[Winter School of Computer Graphics|WSCG]] 2000 by Frank Suykens and Yves D. Willems. The idea is to vary the width of the filter [[inversely proportional]] to the number of samples available. As a result, areas with few samples and high noise become blurred and smoothed, but areas with many samples and low noise are left unaffected.<ref>See https://github.com/scottdraves/flam3/wiki/Density-Estimation.</ref> Not all Flame implementations use density estimation.
Edit summary
(Briefly describe your changes)
By publishing changes, you agree to the
Terms of Use
, and you irrevocably agree to release your contribution under the
CC BY-SA 4.0 License
and the
GFDL
. You agree that a hyperlink or URL is sufficient attribution under the Creative Commons license.
Cancel
Editing help
(opens in new window)