PixelFlow is a new Processing Library i’ve been working on lately.
Its focus is on physics simulation, computergraphics and computervision, GLSL, basically things I am interested in.
Current features include Fluid-Simulation, SoftBody dynamics, Imageprocessing Filters (lots of …, corner detection, optical flow, convolution kernels, etc…), … .
+ Fluid Simulation (GLSL) - Jos Stam, Real-Time Fluid Dynamics for Games - Particle Sytems - Flow Field Visualisation - 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 - Median - Bilateral Filter - Custom Convolution Kernel - DoG (Difference of Gaussian) - Laplace - Sobel - Gamma Correction - Luminace - Thresholding - Harris Corner Detection - Optical Flow - Bloom - Depth of Field (DoF) - Summed Area Table (SAT) - Distance Transform (Jumpflood), Voronoi, Distance Map - ... + AntiAliasing (GLSL) - FXAA - SMAA - GBAA/DEAA + Utils - HalfEdge - Subdivision Polyhedra - Sampling - GLSL-Shader PreProcessor (#define, #include) - ...
Most of it is, or will be, implemented in GLSL-Shaders.
New Features will be added continuously.
For a more detailed list have a look at the JavaDoc.