# Apollonian fractal

By: Gijs Bellaard

## Description

The Apollonian fractal is made by repeatedly performing a repetition and an unit sphere inversion, after which we take the distance to a plane. Due to the sphere inversions the distance field is not proper, which is why we return only a quarter of the distance. This makes sure the raymarcher does not overstep through the surface of the fractal, saving us from artifacts.

## GLSL Code

```
// the amount of iterations
const int ITERATIONS = 10;
// radius of the sphere inversion
const float RADIUS = 1.0;
// normal vector of the plane
const float N = normalize(vec3(0, 1, 0));
// returns the distance to the plane through the origin with normal vector n
float distancePlane(vec3 p, vec3 n)
{
return abs(dot(p, n));
}
float distanceApollonian(vec3 p)
{
float s = 1.;
for(int i=0; i<ITERATIONS; i++)
{
// repetition
p = mod(p + 1.0, 2.0) - 1.0;
// sphere Inversion
float k = RADIUS / dot(p, p);
p *= k;
s *= k;
}
// distance to a plane
float d = distancePlane(p,N);
// conservative distance
return 0.25 * d / s;
}
```