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Gallery¶

Some screenshots from the glumpy examples directory.

You will need the latest glumpy for the github repository to run them.


_images/fireworks.png

Fireworks

This example demonstrates simulation of fireworks using point sprites and has been adapted from the OpenGL ES 2.0 Programming Guide.

Sources Movie
_images/galaxy.png

Spiral galaxy

This is a simulation of a galaxy using the density wave theory as explained by Ingo Berg. All simulation details can be found on his site.

Sources Movie
_images/voronoi.png

Voronoi diagrams

This example shows dynamic voronoi based on an old technique where the hardware is used to compute the diagram using 3D occluded cones.

Sources
_images/high-frequency.png

High-frequency signal

This example explains how to plot high-frequency functions by resampling the signal. More details on the Syntopia website and Shadertoy

Sources Movie
_images/geometry-surface.png

Surface elevation

This example shows a 10x10 numpy array represented as a heightfield that is generated entirely on the GPU (using a default mesh).

Sources
_images/gloo-cloud.png

Point cloud

This example shows a 3D cloud of a million anti-aliased and stroked points animated in real-time. Most of them are hidden though !

Sources
_images/mandelbrot.png

Mandelbrot set

The mandatory Mandelbrot set computed in the GPU with single float precision even tough double precision is possible.

Sources
_images/geometry-parametric.png

Klein bottle

Just because we can ! This example demonstrates parametric surface generation and visualization with uv mapping.

Sources
_images/quiver.png

Quiver plot

Using GPU power, we can litteraly draw a quiver plot using a single quad. Adapted from Morgan McGuire original idea on shadertoy

Sources
_images/polar-frame.png

Projected frame

Pixel perfect anti-aliased projected frame drawn by the GPU using a single quad. This can be adapted to any projection actually.

_images/grayscott.png

Reaction Diffusion

This example simulates a Reaction diffusion using Gray-Scott model largely inspired from this great site that gives all the details.

Sources
_images/text.png

Hello world !

Text rendering uses both regular textured glyph with higher quality and signed distance fields. Glyphy to follow soon (hopefully).

_images/filter-blur.png

Post processing filters

Post-processing is applied through python context manager. This example combines two filters to produce Gaussian blur.

Sources
_images/shadertoy-colormaps.png

Colormaps

Most colormaps can be computed just in time within GPU. But color lookup tables are also available through 1D textures.

Sources
_images/gloo-terminal.png

UTF8 Terminal

This is a fast & failsafe terminal that allows to quickly display information on screen. It uses the UCS 6x13 bitmap character sets.

Sources
_images/collection-custom-lines.png

Realtime signals

From an idea by Cyrille Rossant, this example shows 320 signals with 10,000 points each. Each signal can be zoomed in/out individually.

Sources
_images/smoke.png

Smoke simulation

Porting the fluid simulation from the little grasshopper, this example shows a very nice smoke simulation using GPU.

Sources Movie
_images/gloo-magnify.png

Magnifying glass

A magnigying glass to help the visualization of a scatter plot. The position and level of zoom is controlled by the mouse.

Sources
_images/isocurves.png

Isocurves

Isocurves can be direcly computed on the GPU (no need to precompute them). This is a very fast and accurate technique.

Sources
_images/lorenz.png

Lorenz attractor

Collections (glyphs, paths and segments) allow for efficient batch rendering of several objects with a few GL calls.

Sources
_images/tiger.png

SVG rendering

SVG rendering using polygons and paths collections allow for efficient batch rendering of the tiger.

Sources
_images/graph.png

Graphs

Graphs can be rendered using collections of markers and line segments allowing very fast display.

Sources
_images/material-colors.png

Colors

Named colors are easily accessible using colon notation and namespace such as material, web and svg.

Sources
_images/protein.png

Molecules

Molecules can be rendered very efficiently using sphere impostors and screen space ambient occlusion.

Sources
_images/spiral.png

Matplotlib

Matplotlib API is slowly building up.

Sources
_images/polar-projection.png

Transforms

Virtually any kind of transform can be used.

_images/spherical-harmonics.png

Spherical Harmonics

Animated spherical harmonics computed on the GPU.

Sources
_images/topojson.png

Topojson files

Rendering of the USA states and counties using Albers projection.

Sources
_images/skybox.png

Sky box

Standard skyboxes (texture cube).

Sources
_images/cartopy.png

Cartography

Cartographic projection.

Sources
_images/teapot.png

Transparency

Order independent transparency

Sources
_images/brain.png

Mesh reading

Mesh reading and specular light

Sources
_images/earth.png

Earth rendering

Dynamic textured earth with national capitals.

Sources
_images/choropleth.png

Choropleth

Choropleth with Albers projection

Sources
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  • Copyright (c) 2011-2016 Nicolas P. Rougier
  • Code licensed under BSD license, documentation under CC BY 3.0
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