Visualization library for rapid prototyping of 3D algorithms [C++, Python]

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 focuing on point-cloud-related algorithms) and is NOT intended to be a general-purpose visualization library with rich rendering capabilities.
Documentation (en), Documentation (日本語), API(C++), API(Python)
on Ubuntu 22.04 / 24.04 and Windows
Features
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
- Realistic rendering and shading
- Rich textured 3D mesh rendering
Dependencies
- GLFW (zlib/libpng license)
- gl3w (Public domain)
- Dear ImGui (MIT license)
- ImGuizmo (MIT license)
- implot (MIT license)
- Eigen (MPL2 license)
- rapidhash (MIT license)
- portable-file-dialogs (WTFPL license)
Installation
C++ : Install from PPA (Ubuntu)
# Install from PPA
sudo add-apt-repository -y ppa:koide3/iridescence
sudo apt install libiridescence-dev
Python : Install from PyPI (Ubuntu and Windows)
Note : Source installation is required for Python 3.14.
# Install from PyPI
pip install pyridescence
Install from source
C++ : Install from source (Ubuntu)
# Install dependencies
sudo apt-get install -y libglm-dev libglfw3-dev libpng-dev libjpeg-dev libeigen3-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
Python : Install from source
git clone https://github.com/koide3/iridescence --recursive
cd iridescence
pip install .
Usage
C++ : Use Iridescence in your cmake project
# Find package
find_package(Iridescence REQUIRED)
Add include dirs and link libraries
addexecutable(yourprogram
src/your_program.cpp
)
targetlinklibraries(your_program
Iridescence::Iridescence
)
C++ : Minimum example
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->registeruicallback("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->updatedrawable("wiresphere", glk::Primitives::wire_sphere(), guik::FlatColor({0.1f, 0.7f, 1.0f, 1.0f}, transform)); }
return 0; }
Python : Minimum example
#!/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.dragfloat('angle', angle, 0.01)
if imgui.button('close'): viewer.close()
Register a callback for UI rendering
viewer.registeruicallback('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.fromrotvec([0.0, 0.0, angle]).asmatrix()
viewer.update_drawable('sphere', glk.primitives.sphere(), guik.Rainbow(transform))
viewer.updatedrawable('wiresphere', glk.primitives.wire_sphere(), guik.FlatColor(0.1, 0.7, 1.0, 1.0, transform))

See documentation for details.
Some use examples in my academic works

License
This package is released under the MIT license.