MIT License

项目介绍

diwi/PixelFlow 是一个托管在 GitHub 上的开源项目,主要使用 Java 编写,采用 MIT License 许可证,目前获得 1.3k 个 Star、134 次 Fork。

仓库全名
diwi/PixelFlow
开源许可证
MIT License
Star 数
1.3k
Fork 数
134
未关闭 Issue
17

README 摘要

PixelFlow A Processing/Java library for high performance GPU-Computing (GLSL). Features JavaDoc: http://thomasdiewald.com/processing/libraries/pixelflow/reference/index.html Download Releases PixelFlow Website Processing IDE -> Library Manager Videos / Examples / Demos / Applications Skylight Renderer Softbody Dynamics Computational Fluid Dynamics Optical Flow Flow Field Particle Simulation Flow Field - LIC Realtime…

完整内容见 GitHub 原始 README 或本页 。

常见问题

PixelFlow 用什么语言开发?

主要使用 Java 编写,采用 MIT License 许可证,目前有 1.3k 个 Star。

PixelFlow 可以免费商用吗?

仓库采用 MIT License 许可证,可免费使用与修改,商业使用请遵守许可证条款(例如保留版权声明与许可声明)。

如何获取 PixelFlow 的源码?

可以直接克隆仓库:git clone https://github.com/diwi/PixelFlow.git,默认分支为 master;安装与运行步骤见仓库 README。

PixelFlow 最近还在维护吗?

仓库最近一次更新为 2018年1月11日,当前有 17 个未关闭 Issue;Star 数为 1.3k,可作为社区活跃度的参考。

简要分析

热度分
1634
价值分
818
活跃状态
活跃

语言占比

C
GLSL
Java
JavaScript

Release

README

PixelFlow Header

PixelFlow

A Processing/Java library for high performance GPU-Computing (GLSL).


Features

+ Fluid Simulation (GLSL)
    - Jos Stam, Real-Time Fluid Dynamics for Games
    - Particle Sytems
    - Flow Field Visualisation
    - Streamlines
    - ...
+ Flow Field Particles (GLSL)
    - Collision Detection, Particle <-> Particle
    - Collision Detection, Particle <-> Obstacle
    - Cohesion
    - Verlet Integration
    - FlowField/SDF(Signed Distance Field) based
    - Streamlines
    - ...
+ Softbody Dynamics (CPU, GLSL is coming)
    - 2D and 3D
    - Collision Detection
    - Cloth, Grids, Chains, Rigid Folding ...
    - Particle Systems
    - ...
+ Skylight Renderer (GLSL)
    - Interactive/Realtime Viewport Renderer
    - Ambient Occlusion
    - Diffuse Shading
    - ShadowMapping
    - ...
+ PostProcessing Filters (GLSL)
    - Box Blur
    - Binomial Blur
    - Gauss Blur
    - Gauss Blur Pyramid
    - Median
    - Bilateral Filter
    - Custom Convolution Kernel
    - DoG (Difference of Gaussian)
    - BackgroundSubtraction
    - Difference
    - Laplace
    - Sobel
    - Gamma Correction
    - Luminace
    - Thresholding
    - Harris Corner Detection
    - Optical Flow
    - Bloom
    - Depth of Field (DoF)
    - Liquid FX Filter
    - Summed Area Table (SAT)
    - Distance Transform (Jumpflood), Voronoi, Distance Map
    - Min/Max (global)
    - Min/Max (local)
    - Merge Shader
    - FlowField
    - Line Integral Convolution (LIC) / Streamlines
    - ...
+ AntiAliasing (GLSL)
    - MSAA (Processing Default)
    - FXAA
    - SMAA
    - GBAA/DEAA
+ Shadertoy (GLSL)
    - Wrapper for running existing Shadertoy sketches inside Processing.
+ Utils
    - HalfEdge
    - Subdivision Polyhedra
    - Sampling
    - GLSL-Shader PreProcessor (#define, #include)
    - GLSL-Shader Uniform Caching
    - ...

JavaDoc: http://thomasdiewald.com/processing/libraries/pixelflow/reference/index.html


Download


Videos / Examples / Demos / Applications

Skylight Renderer

alt text alt text alt text alt text alt text

Softbody Dynamics

alt text alt text alt text

Computational Fluid Dynamics

alt text alt text alt text alt text alt text alt text

Optical Flow

alt text alt text alt text

Flow Field Particle Simulation

alt text alt text alt text

Flow Field - LIC

alt text alt text

Realtime 2D Radiosity - Global Illumination (GI)

alt text alt text alt text alt text alt text alt text alt text

Space Syntax

alt text alt text alt text


More Videos on Vimeo.


Getting Started - Fluid Simulation


// FLUID SIMULATION EXAMPLE
import com.thomasdiewald.pixelflow.java.DwPixelFlow;
import com.thomasdiewald.pixelflow.java.fluid.DwFluid2D;

// fluid simulation
DwFluid2D fluid;

// render target
PGraphics2D pg_fluid;

public void setup() {
  size(800, 800, P2D);

  // library context
  DwPixelFlow context = new DwPixelFlow(this);

  // fluid simulation
  fluid = new DwFluid2D(context, width, height, 1);

  // some fluid parameters
  fluid.param.dissipation_velocity = 0.70f;
  fluid.param.dissipation_density  = 0.99f;

  // adding data to the fluid simulation
  fluid.addCallback_FluiData(new  DwFluid2D.FluidData() {
    public void update(DwFluid2D fluid) {
      if (mousePressed) {
        float px     = mouseX;
        float py     = height-mouseY;
        float vx     = (mouseX - pmouseX) * +15;
        float vy     = (mouseY - pmouseY) * -15;
        fluid.addVelocity(px, py, 14, vx, vy);
        fluid.addDensity (px, py, 20, 0.0f, 0.4f, 1.0f, 1.0f);
        fluid.addDensity (px, py, 8, 1.0f, 1.0f, 1.0f, 1.0f);
      }
    }
  });

  pg_fluid = (PGraphics2D) createGraphics(width, height, P2D);
}


public void draw() {    
  // update simulation
  fluid.update();

  // clear render target
  pg_fluid.beginDraw();
  pg_fluid.background(0);
  pg_fluid.endDraw();

  // render fluid stuff
  fluid.renderFluidTextures(pg_fluid, 0);

  // display
  image(pg_fluid, 0, 0);
}



Installation, Processing IDE

  • Download Processing 3

  • Install PixelFlow via the Library Manager.

  • Or manually, unzip and put the extracted PixelFlow folder into the libraries folder of your Processing sketches. Reference and examples are included in the PixelFlow folder.

  • Also make sure you have the latest graphics card driver installed!

Platforms

Windows, Linux, MacOSX


Dependencies, to run the examples


Processing/Java Alternatives

JRubyArt

JRubyArt is a ruby wrapper for processing by Martin Prout (monkstone)

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