/PixelFlow

A Processing/Java library for high performance GPU-Computing (GLSL). Fluid Simulation + SoftBody Dynamics + Optical Flow + Rendering + Image Processing + Particle Systems + Physics +...

Primary LanguageJavaMIT LicenseMIT

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)