This is my work for my Senior Project. The goal is to build a fractal visualization tool for 2d and 3d fractals. Coded for Linux x86 Using Opengl: mesa-common-dev Using SDL 1.2: libsdl1.2-dev libsdl-image1.2-dev libsdl-mixer1.2-dev libsdl-net1.2-dev Development Progress 10/6/12 - After using a basic iteration on some points using a random number generator to give me a random distribution, I have found a few problems. I didn't think about the need to store the points to prevent having to run through the generation with each frame which is very costly. I also didnt think about how difficult it will be to have a pretty picture from this plane iteration. After poking around on the internet I think the ansewer is going to be in writing a shader to do the rendering and compiling the shader on the fly based on user input. I have never wrote a shader before so that is what I must learn next. 10/10/12- Discovered a silly error where I was rendering a point at each depth of the iteration causing major performance drop. After the correction performance is at least resonble for this intial aprroach. I will continue looking at the Shader language to see if there is a better way to use there. I have had the idea though that what might be best is to generate all the points at the offset and store them, then use interpolation to give a general shape of the fractal. I am concerned at the mathematics behind such a method but I do belive using the random path frame by frame is eating unnecussary resources but I most likely need that for unlimited zooming. Exploration of these ideas are needed.