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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
    • Made with sphinx using the excellent bootstrap theme