7 repositorios
Systems that generate procedurally calculated noise, such as Simplex or Cellular noise, directly on the graphics processor.
Distinguishing note: The candidates are focused on AI exploration or audio denoising, not graphical noise generation on the GPU.
Explore 7 awesome GitHub repositories matching graphics & multimedia · GPU Noise Generators. Refine with filters or upvote what's useful.
Phaser is a cross-platform 2D web game engine and framework designed for creating interactive experiences that run on desktop and mobile web browsers. It serves as a GPU-accelerated rendering library and WebGL graphics engine for building two-dimensional games using HTML5 Canvas and WebGL. The engine features a dual-backend rendering pipeline that allows developers to switch between rendering paths. It distinguishes itself through high-performance graphics capabilities, including GPU-driven sprite batching for large-scale image management, a dynamic lighting system with self-shadows, and the
Includes a system for creating cellular or simplex noise on the GPU for lighting and visual effects.
Xenia is an emulator designed to run Xbox 360 games and applications on modern computer hardware. It enables the execution of console software from disc images, digital downloads, and extracted files, facilitating legacy software preservation on hardware that lacks native support. The project distinguishes itself through high-fidelity graphics enhancements, including the ability to increase internal rendering resolution and apply contrast-adaptive sharpening to restore image clarity. It implements specialized visual techniques such as blue noise dithering to reduce color banding and multisamp
Implements blue noise dithering to smooth color gradients and eliminate visible banding in the final image.
SD.Next is an all-in-one web interface and multi-backend inference engine for generating, editing, and processing images and videos using diffusion models. It functions as a comprehensive tool for diffusion model management and an automated image processing pipeline for bulk operations. The project is distinguished by its hardware-backend abstraction layer, which provides automatic detection and acceleration for NVIDIA CUDA, AMD ROCm, Intel OpenVINO, and DirectML. It features a headless generative API and a programmatic command interface, allowing users to trigger tasks via REST API or CLI wi
Allows selection of the hardware device used for noise generation to maintain model compatibility.
The Book of Shaders es una guía educativa interactiva y un plan de estudios para aprender programación de fragment shaders en GLSL para crear gráficos procedimentales y efectos visuales. Proporciona una ruta de aprendizaje estructurada y una guía de referencia categorizada para tipos de datos, funciones integradas y operaciones matemáticas utilizadas en el desarrollo de shaders. El proyecto cuenta con un sandbox de shaders basado en web y un editor interactivo que permite la iteración y visualización en tiempo real del código GLSL. Los usuarios pueden experimentar con arte procedimental y compartir sus resultados a través de URLs únicas. El plan de estudios cubre una amplia gama de capacidades de programación gráfica, incluidos campos de distancia con signo, transformaciones de coordenadas, síntesis basada en ruido y filtros de procesamiento de imágenes. También abarca técnicas avanzadas como ray marching para el renderizado de escenas tridimensionales y la simulación de sistemas físicos dinámicos. El contenido educativo se entrega a través de un sistema de compilación que transforma archivos fuente markdown en páginas HTML localizadas y documentos multiformato, incluidos PDF, EPUB y LaTeX.
Implements procedurally calculated noise patterns directly on the graphics processor.
Lygia is a GLSL shader library providing a specialized suite of tools for color science, image filtering, noise generation, and implicit surface geometry. It serves as a collection of reusable functions for fragment shaders to handle color space conversion, image processing, and geometric rendering. The project is distinguished by its focus on cross-language shader management, allowing reusable functions to be synchronized across different shading languages to ensure consistent graphics behavior across multiple engines. It also implements a system for remote shader dependency resolution, fetc
Generates procedurally calculated noise patterns directly on the GPU for organic visuals.
WebGL Noise is a library of shader routines designed for procedural graphics generation within the browser. It provides a collection of mathematical functions that allow developers to calculate noise patterns directly on the graphics processing unit, eliminating the need for external image assets or pre-computed data textures. The library focuses on the implementation of standard noise algorithms, including simplex, classic, cellular, and periodic patterns. By executing these calculations as stateless functions within the shader pipeline, the project enables the creation of dynamic, evolving
Provides a library of GPU-based noise generators for simplex, classic, and cellular patterns.
Simplex-noise.js is a mathematical noise generator and graphics library implemented in TypeScript. It computes smooth pseudo-random values across two, three, and four dimensions, producing organic patterns and spatial effects without relying on static image assets. The library operates through a stateless mathematical engine that uses precomputed coordinate lookup tables and typed array buffers to manage numeric data. It supports deterministic seed injection, accepting custom pseudo-random number generator functions to initialize permutation tables with reproducible values for repeatable outp
Produces smooth pseudo-random values across two, three, and four dimensions for procedural content.