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tixl3d/tixl

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5,004 स्टार्स·266 फोर्क्स·C#·MIT·10 व्यूज़tixl.app↗

Tixl

Tixl is a node-based motion graphics engine and procedural generation tool used to create 3D geometry and shaders. It utilizes a directed acyclic graph of operators and GPU-accelerated compute kernels to generate complex 3D shapes, particularly through the use of signed distance functions and particle simulations.

The engine is highly extensible via a C# development framework that supports hot code reloading, allowing custom operator logic to be injected into the active runtime without restarting. It further distinguishes itself as a lighting controller, capable of translating 3D spatial attributes and rotations into DMX and ArtNet protocols to drive physical stage fixtures.

The platform covers a broad range of capabilities, including audio-reactive visualization via FFT analysis, keyframe and procedural animation, and real-time external control through MIDI and OSC integration. Its rendering pipeline supports physically based rendering and custom shader construction, while the environment provides tools for projection mapping and standalone executable deployment.

The project provides a CLI for building applications and a development surface for creating C# extensions.

Features

  • Graph-Based Operator Evaluation - Uses a directed acyclic graph of operators to procedurally generate 3D geometry and shaders.
  • Node-Based Procedural Geometry - Uses a directed acyclic graph of procedural operators to generate 3D geometry and shaders.
  • C# Operator Extensions - Provides a framework for developing procedural operator extensions using C# with hot-reloading capabilities.
  • Procedural Operator Extensions - Enables development of custom node-based processing units for math or library integration to generate 3D content.
  • Hot Code Reloading - Supports recompiling and injecting custom C# operator logic into the active runtime without restarting the engine.
  • Audio Frequency Analysis - Implements Fast Fourier Transform operations to extract frequency data for driving real-time visual synchronizations.
  • Audio-Reactive Visual Systems - Integrates live audio FFT analysis and MIDI signals to drive real-time 3D visual animations.
  • SDF Volume Modeling - Uses signed distance functions to define and manipulate complex 3D volumes and shapes.
  • SDF Displacement - Applies spatial distortions to signed distance fields to reshape 3D geometry.
  • Spatial-to-DMX Mapping - Defines the mapping of 3D spatial attributes to DMX channels for physical lighting hardware.
  • Network Lighting Controllers - Maps 3D point attributes to DMX sequences and broadcasts them via ArtNet to physical fixtures.
  • Physically Based Rendering - Employs physically based rendering to ensure consistent light behavior and material properties across 3D surfaces.
  • Keyframe Animations - Implements a timeline and dope-sheet for creating deterministic motion via curve-based property interpolation.
  • Clip Definitions - Defines time-based segments to control the timing and playback of animated elements.
  • Visual Shader Graphs - Provides a node-based interface to connect custom shader files with buffers and samplers for 3D rendering.
  • Audio-Reactive Parametric Triggers - Converts audio signal levels into pulses that modulate visual parameters and trigger real-time events.
  • Procedural 3D Generation - Employs signed distance functions and GPU compute kernels for the procedural generation of 3D shapes.
  • DMX Universe Merging - Combines output sequences from different fixture types into a single DMX universe buffer.
  • MIDI and OSC Device Integrations - Integrates MIDI, OSC, and other hardware signals to manipulate project parameters and 3D navigation.
  • Compute Shader Kernels - Runs custom compute shaders using dispatch counts and unordered access views for high-performance data processing.
  • Resolution and Aspect Ratio Management - Supports explicit pixel dimensions and automatic sizing to ensure visual outputs fit various aspect ratios.
  • Point Attribute Management - Allows assignment of specific values to scale and effect vectors for individual 3D points.
  • 3D Scene Navigators - Provides keyboard and mouse controls for navigating 3D scenes via fly-through and orbiting.
  • Attribute Mapping - Links particle properties like age or velocity to visual parameters such as scale and opacity.
  • Frame Caches - Uses dirty flags and output caching to avoid redundant computations of textures and shaders between frames.
  • Operator Update Triggers - Triggers specific render target updates only when input values change or initial states are met.
  • Simulation Time Scaling - Adjusts the progression of time within simulations to maintain consistency across different refresh rates.
  • Standalone Executable Builds - Packages the project and its assets into a self-contained executable for deployment.
  • Waveform Motion Generators - Generates time-synced animation values using mathematical waveforms like sine and noise synchronized to a project BPM.
  • Audio-Reactive Modulation - Modulates visual parameters in real time based on frequency and amplitude data extracted via FFT analysis.
  • Audio Input Capture - Streams real-time audio from system hardware devices to be used as input for procedural animations.
  • Animation-Audio Synchronization - Aligns animation timelines with audio playback to ensure visual events synchronize with the sound source.
  • Dynamic Camera Behaviors - Implements automated camera movements including free-movement and target-following behaviors.
  • Vector Field Manipulation - Redirects particle and geometry movement using shaped zones and 3D vector fields.
  • Clip Time Remapping - Decouples clip duration from source time using mapping curves to change playback speed and timing.
  • Color Grading - Transforms scene colors and applies color correction to achieve specific artistic visual styles.
  • Depth Buffers - Tracks pixel distance from the camera to resolve surface visibility and handle hidden surface removal in 3D scenes.
  • Video Export Pipelines - Renders project output as MP4 video files or image sequences with configurable resolution.
  • External MIDI Controller Mappings - Provides mapping of external MIDI controller inputs to modulate visual parameters during live performances.
  • Snapshot Parameter Mappings - Links saved parameter state snapshots to physical MIDI controller buttons for real-time triggering.
  • Glitch Effects - Provides tools to introduce intentional digital artifacts and distortions to video and geometry for stylized visual output.
  • Shader Pipeline Bindings - Binds constant buffers, samplers, and textures to custom shaders to configure the graphics pipeline.
  • Multi-Pass Rendering Pipelines - Defines a sequence of graphics operations as render passes and automatically manages the render state lifecycle.
  • Texture Format Definitions - Defines color channels, bit resolution, and value encoding of images to balance memory and precision.
  • Rendering Quality Settings - Adjusts sample counts and target resolutions to balance visual fidelity with the rendering frame rate.
  • Render Targets - Captures 3D scene rendering into off-screen image buffers for further processing or use as textures.
  • Render-to-Texture Buffers - Renders 3D meshes and scenes into texture buffers to be utilized by other 2D operators in the graph.
  • Texture Array Generation - Procedurally creates stacks of textures with shared resolution for use in shaders.
  • Directory-Based Texture Imports - Reads image files from directories and generates texture resources with associated mipmaps.
  • MSDF Font Atlases - Converts font files into multi-channel signed distance field textures for high-fidelity, scalable text rendering.
  • Shader Resource Bindings - Manages the assignment of textures and buffers to specific GPU registers across vertex, pixel, and compute stages.
  • Real-Time Shader Parameters - Exposes internal shader variables as adjustable parameters for real-time tweaking of visual effects.
  • Height Field Generation - Provides tools for synthesizing 3D surfaces and terrain using scalar fields and distance functions.
  • Video Input Processing - Imports real-time video streams from camera devices to be used as visual input or data.
  • Mipmap Generation - Generates scaled-down versions of images to prevent flickering and improve rendering quality.
  • Motion Blur Simulations - Generates multiple offset passes during export to simulate high-fidelity temporal motion blur for 3D objects.
  • Operator Library Organization - Organizes procedural operators into a hierarchical namespace system for efficient storage and discovery.
  • Operator Time Windowing - Manages active time windows for procedural operators to organize and schedule sub-scenes within the graph.
  • Output Resolution Configurations - Sets texture pixel dimensions and matches incoming image sizes to fit the output window.
  • Particle Physics Simulations - Implements visual simulation of particle movement and collisions using vector mathematics and noise-based generators.
  • Force Application - Influences particle movement using turbulence, directional vectors, collisions, and signed distance fields.
  • Pixel Blending and Depth Testing - Defines depth testing and blending rules to determine how new pixels combine with existing content in the render buffer.
  • Projection Mapping - Handles complex output configurations to align digital visuals with physical projection surfaces.
  • Procedural Value Lists - Provides an interactive interface for managing sequences of numeric values that drive procedural generation.
  • Project Archiving - Packages project files, shaders, and media into portable archives for sharing and long-term storage.
  • Rasterization State Configurations - Configures GPU rasterization states, including cull and fill modes, to control how 3D triangles are converted to pixels.
  • Real-Time Viewport Previews - Displays real-time results of graph selections or specific operators within dedicated 3D viewports.
  • Video Rendering Effects - Introduces intentional digital artifacts and distortions to video streams for a stylized look.
  • Video Textures - Streams video files into the 3D scene to be utilized as textures or visual elements.
  • Virtual Camera Controls - Manages the 3D viewpoint's perspective, position, and movement to direct the composition of the scene.
  • OSC Message Exchanges - Implements the sending and receiving of Open Sound Control messages for synchronization with external media software.
  • Conditional Logic - Controls the execution flow of operators using boolean logic, time clips, and switch indices.
  • Quaternion Rotations - Calculates 3D rotations and orientations using Hamiltonian products and spherical linear interpolation.
  • Cross-Graph Variable Management - Provides a system for storing and accessing shared scalar and vector variables across a procedural generation graph.
  • Dirty Flagging Systems - Optimizes rendering by tracking changes in the operator graph and updating only affected nodes.
  • Operator Presets - Saves and applies frequent configuration settings for procedural operators with support for blending between states.
  • Operator Preset Blending - Saves configuration sets for operators and supports interpolating values between different presets.
  • GPU Buffer Mappings - Maps float parameters directly into GPU buffers to be used as uniform variables within shader code.
  • MIDI Clock Receptions - Synchronizes project playback and time-based animations to an external MIDI clock or BPM.
  • Animation Playback Controls - Provides controls for forward, backward, and frame-by-frame stepping to review and manipulate animation playback.
  • Graph Context Overrides - Allows overriding rendering parameters within specific sub-graphs to control the output of nested operators.
  • Subgraph Encapsulation - Provides the ability to group nodes into reusable components with defined input and output ports for complex graphs.
  • Manipulation Gizmos - Provides interactive 3D handles for translating and rotating objects within the viewport.
  • 3D Text Rendering - Generates scalable 3D characters using multi-channel distance fields and atlas textures.

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Tixl के सभी 30 विकल्प देखें→

अक्सर पूछे जाने वाले प्रश्न

tixl3d/tixl क्या करता है?

Tixl is a node-based motion graphics engine and procedural generation tool used to create 3D geometry and shaders. It utilizes a directed acyclic graph of operators and GPU-accelerated compute kernels to generate complex 3D shapes, particularly through the use of signed distance functions and particle simulations.

tixl3d/tixl की मुख्य विशेषताएं क्या हैं?

tixl3d/tixl की मुख्य विशेषताएं हैं: Graph-Based Operator Evaluation, Node-Based Procedural Geometry, C# Operator Extensions, Procedural Operator Extensions, Hot Code Reloading, Audio Frequency Analysis, Audio-Reactive Visual Systems, SDF Volume Modeling।

tixl3d/tixl के कुछ ओपन-सोर्स विकल्प क्या हैं?

tixl3d/tixl के ओपन-सोर्स विकल्पों में शामिल हैं: openmoonray/openmoonray — OpenMoonray is a production-grade physically based rendering system and path-tracing engine. It simulates the physical… nannou-org/nannou — Nannou is a creative coding framework for Rust designed for building interactive visual and audio sketches. It… godotengine/godot-demo-projects — This repository is a comprehensive collection of functional 2D and 3D demo projects and implementation samples for the… natrongithub/natron — Natron is an open-source node-based video compositor and motion graphics software. It functions as a visual effects… raytracing/raytracing.github.io — This project is a ray tracing reference implementation and educational resource for building a Monte Carlo path tracer… patriciogonzalezvivo/glslviewer — glslViewer is a console-based GLSL shader sandbox and renderer designed for the real-time testing and iteration of…