Iridescence is a light-weight visualization library for rapid prototyping of 3D algorithms. This library is designed for accelerating personal research and development projects (mainly focusing on point-cloud-related algorithms) and is NOT intended to be a general-purpose visualization library with rich rendering capabilities.
on Ubuntu 18.04 / 20.04 / 22.04
What this library provides:
- An easy-to-use 3D visualization framework (inpaticular suitable for rendering point clouds)
- Tightly integrated Dear ImGui interfaces for rapid UI design
What this library does NOT provide:
- Realistic rendering and shading
- Rich textured 3D mesh rendering
See documentation for details.
- GLFW (zlib/libpng license)
- gl3w (Public domain)
- Dear ImGui (MIT license)
- ImGuizmo (MIT license)
- implot (MIT license)
- Eigen (MPL2 license)
- portable-file-dialogs (WTFPL license)
# Install dependencies
sudo apt-get install -y libglm-dev libglfw3-dev libpng-dev libjpeg-dev libeigen3-dev libboost-filesystem-dev libboost-program-options-dev
# Build and install Iridescence
git clone https://github.com/koide3/iridescence --recursive
mkdir iridescence/build && cd iridescence/build
cmake ..
make -j
sudo make install
# [Optional] Build and install python bindings
cd ..
sudo python3 setup.py install
# [Optional2] Install stubs for autocomplete
pip install pybind11-stubgen
cd ~/.local/lib/python3.10/site-packages
pybind11-stubgen -o . --ignore-invalid=all pyridescence
- Build:
docker build -t iridescence -f docker/ubuntu/Dockerfile .
- Run:
bash docker/run.sh iridescence
# Add FindIridescence.cmake to your project
wget -P path/to/your_project/cmake/ https://github.com/koide3/iridescence/raw/master/cmake/FindIridescence.cmake
# Make FindIridescence.cmake visible to your cmake project
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_CURRENT_LIST_DIR}/cmake")
# Find package
find_package(Iridescence REQUIRED)
# Add include dirs and link libraries
target_include_directories(your_program PUBLIC
${Iridescence_INCLUDE_DIRS}
)
target_link_libraries(your_program
${Iridescence_LIBRARIES}
)
C++:
#include <glk/primitives/primitives.hpp>
#include <guik/viewer/light_viewer.hpp>
int main(int argc, char** argv) {
// Create a viewer instance (global singleton)
auto viewer = guik::LightViewer::instance();
float angle = 0.0f;
// Register a callback for UI rendering
viewer->register_ui_callback("ui", [&]() {
// In the callback, you can call ImGui commands to create your UI.
// Here, we use "DragFloat" and "Button" to create a simple UI.
ImGui::DragFloat("Angle", &angle, 0.01f);
if (ImGui::Button("Close")) {
viewer->close();
}
});
// Spin the viewer until it gets closed
while (viewer->spin_once()) {
// Objects to be rendered are called "drawables" and managed with unique names.
// Here, solid and wire spheres are registered to the viewer respectively with the "Rainbow" and "FlatColor" coloring schemes.
// The "Rainbow" coloring scheme encodes the height of each fragment using the turbo colormap by default.
Eigen::AngleAxisf transform(angle, Eigen::Vector3f::UnitZ());
viewer->update_drawable("sphere", glk::Primitives::sphere(), guik::Rainbow(transform));
viewer->update_drawable("wire_sphere", glk::Primitives::wire_sphere(), guik::FlatColor({0.1f, 0.7f, 1.0f, 1.0f}, transform));
}
return 0;
}
Python version
#!/usr/bin/python3
import numpy
from scipy.spatial.transform import Rotation
from pyridescence import *
# Create a viewer instance (global singleton)
viewer = guik.LightViewer.instance()
angle = 0.0
# Define a callback for UI rendering
def ui_callback():
# In the callback, you can call ImGui commands to create your UI.
# Here, we use "DragFloat" and "Button" to create a simple UI.
global angle
_, angle = imgui.drag_float('angle', angle, 0.01)
if imgui.button('close'):
viewer.close()
# Register a callback for UI rendering
viewer.register_ui_callback('ui', ui_callback)
# Spin the viewer until it gets closed
while viewer.spin_once():
# Objects to be rendered are called "drawables" and managed with unique names.
# Here, solid and wire spheres are registered to the viewer respectively with the "Rainbow" and "FlatColor" coloring schemes.
# The "Rainbow" coloring scheme encodes the height of each fragment using the turbo colormap by default.
transform = numpy.identity(4)
transform[:3, :3] = Rotation.from_rotvec([0.0, 0.0, angle]).as_matrix()
viewer.update_drawable('sphere', glk.primitives.sphere(), guik.Rainbow(transform))
viewer.update_drawable('wire_sphere', glk.primitives.wire_sphere(), guik.FlatColor(0.1, 0.7, 1.0, 1.0, transform))
See documentation for details.
This package is released under the MIT license.