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.

 

download: https://github.com/diwi/PixelFlow

Fluid Dynamics


Optical Flow

SoftBody Dynamics