7 dépôts
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 est un guide éducatif interactif et un programme pour apprendre la programmation de shaders de fragment GLSL afin de créer des graphiques procéduraux et des effets visuels. Il fournit un chemin d'apprentissage structuré et un guide de référence catégorisé pour les types de données, les fonctions intégrées et les opérations mathématiques utilisées dans le développement de shaders. Le projet propose un bac à sable de shader basé sur le web et un éditeur interactif qui permet une itération et une visualisation en temps réel du code GLSL. Les utilisateurs peuvent expérimenter avec l'art procédural et partager leurs résultats via des URL uniques. Le programme couvre un large éventail de capacités de programmation graphique, y compris les champs de distance signés, les transformations de coordonnées, la synthèse basée sur le bruit et les filtres de traitement d'image. Il englobe également des techniques avancées telles que le ray marching pour le rendu de scène tridimensionnelle et la simulation de systèmes physiques dynamiques. Le contenu éducatif est dispensé via un système de construction qui transforme les fichiers source markdown en pages HTML localisées et documents multi-formats, y compris PDF, EPUB et 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.