A Processing/Java library for high performance GPU-Computing (GLSL). Fluid Simulation + SoftBody Dynamics + Optical Flow + Rendering + Image Processing + Particle Systems + Physics +...
A Processing/Java library for high performance GPU-Computing (GLSL).
+ 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
More Videos on Vimeo.
// 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);
}
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.
Windows, Linux, MacOSX
Video, by the Processing Foundation
https://processing.org/reference/libraries/video/index.html
ControlP5, by Andreas Schlegel
http://www.sojamo.de/libraries/controlP5
PeasyCam, by Jonathan Feinberg
http://mrfeinberg.com/peasycam
HE_Mesh, by Frederik Vanhoutte
https://github.com/wblut/HE_Mesh
JRubyArt is a ruby wrapper for processing by Martin Prout (monkstone)