Displaying 1 to 20 from 56 results

Forge - A neural network toolkit for Metal

  •    Swift

Forge is a collection of helper code that makes it a little easier to construct deep neural networks using Apple's MPSCNN framework. Conversion functions. MPSCNN uses MPSImages and MTLTextures for everything, often using 16-bit floats. But you probably want to work with Swift [Float] arrays. Forge's conversion functions make it easy to work with Metal images and textures.

nnvm - Bring deep learning to bare metal

  •    C++

The following code snippet demonstrates the general workflow of nnvm compiler.Licensed under an Apache-2.0 license.

ARKit-Sampler - Code examples for ARKit.

  •    Swift

ARKit-Sampler is a collection of ARKit samples. A simple AR with 3 lines code.




glsl-optimizer - GLSL optimizer based on Mesa's GLSL compiler

  •    C++

A C++ library that takes GLSL shaders, does some GPU-independent optimizations on them and outputs GLSL or Metal source back. Optimizations are function inlining, dead code removal, copy propagation, constant folding, constant propagation, arithmetic optimizations and so on. Apparently quite a few mobile platforms are pretty bad at optimizing shaders; and unfortunately they also lack offline shader compilers. So using a GLSL optimizer offline before can make the shader run much faster on a platform like that. See performance numbers in this blog post.

Bender - Easily craft fast Neural Networks on iOS! Use TensorFlow models. Metal under the hood.

  •    Swift

Bender is an abstraction layer over MetalPerformanceShaders useful for working with neural networks. Bender is an abstraction layer over MetalPerformanceShaders which is used to work with neural networks. It is of growing interest in the AI environment to execute neural networks on mobile devices even if the training process has been done previously. We want to make it easier for everyone to execute pretrained networks on iOS.

bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library

  •    C++

Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library. http://airmech.com/ AirMech is a free-to-play futuristic action real-time strategy video game developed and published by Carbon Games.

herebedragons - A basic 3D scene implemented with various engines, frameworks or APIs.

  •    C

Hic sunt dracones. This repository contains multiple implementations of the same 3D scene, using different APIs and frameworks on various platforms. The goal is to provide a comparison between multiple rendering methods. This is inherently biased due to the variety of algorithms used and available CPU/GPU configurations, but can hopefully still provide interesting insights on 3D rendering.


Remotery - Single C file, Realtime CPU/GPU Profiler with Remote Web Viewer

  •    C

A realtime CPU/GPU profiler hosted in a single C file with a viewer that runs in a web browser. Windows (MSVC) - add lib/Remotery.c and lib/Remotery.h to your program. Set include directories to add Remotery/lib path. The required library ws2_32.lib should be picked up through the use of the #pragma comment(lib, "ws2_32.lib") directive in Remotery.c.

TVM - Open deep learning compiler stack for cpu, gpu and specialized accelerators

  •    Python

Apache TVM, a deep learning compiler that enables access to high-performance machine learning anywhere for everyone. TVM’s diverse community of hardware vendors, compiler engineers and ML researchers work together to build a unified, programmable software stack, that enriches the entire ML technology ecosystem and make it accessible to the wider ML community. TVM empowers users to leverage community-driven ML-based optimizations to push the limits and amplify the reach of their research and development, which in turn raises the collective performance of all ML, while driving its costs down.

The-Forge - The Forge Cross-Platform Rendering Framework PC, Linux, Ray Tracing, macOS / iOS, Android, XBOX, PS4

  •    C++

The intended usage of The Forge is to enable developers to quickly build their own game engines. The Forge can provide the rendering layer for custom next-gen game engines. Added a unified input system based on Gainput to all platforms (https://github.com/jkuhlmann/gainput). The new input system substantially simplified input management on the application level over all platforms. We also simplified the camera controller. Added also new VirtualJoystick class in UI.

FlexibleImage - A simple way to play with the image!

  •    Swift

FlexibleImage is implemented with the hope that anyone could easily develop an app that provides features such as Camera Filter and Theme. When you write code in the "Method Chaining" style, the effect is applied in the appropriate order. You may want to see Examples section first if you'd like to see the actual code.

TensorFlow-iOS-Example - Source code for my blog post "Getting started with TensorFlow on iOS"

  •    Swift

This is the code that accompanies my blog post Getting started with TensorFlow on iOS. It uses TensorFlow to train a basic binary classifier on the Gender Recognition by Voice and Speech Analysis dataset.

YOLO-CoreML-MPSNNGraph - Tiny YOLO for iOS implemented using CoreML but also using the new MPS graph API

  •    Swift

This is the source code for my blog post YOLO: Core ML versus MPSNNGraph. YOLO is an object detection network. It can detect multiple objects in an image and puts bounding boxes around these objects. Read my other blog post about YOLO to learn more about how it works.

Fiber2D - Cross-platform 2D Game Engine in pure Swift

  •    Swift

This project originated as cocos2d-objc rewrite to Swift. As I stopped commiting to the repo since June, because Obj-C is dead for me. This is still in a very alpha state, but you already can build some games with it, even though it may be unpleasant process as I change API almost every day. The project served as .dylib (.so on Linux/Android) that builds by Swift Package Manager. It requires some project config in order to use it, but you can experiment with the demo provided in the repo. Generally the project should be considered unstable and most of the API is likely to be changed.

BrainCore - The iOS and OS X neural network framework

  •    Swift

BrainCore is a simple but fast neural network framework written in Swift. It uses Metal which makes it screamin' fast. If you want to see it in action check out InfiniteMonkeys—an app that uses a recursive neural network to generate poems. When splitting, the inputSize of the target layers will determine where to split. If the sum of the target layers' inputSizes doesn't match the source layer's outputSize and error will be thrown.

Water - Simple calculation to render cheap water effects.

  •    Swift

Simple calculation to render cheap water effects. Choose to run OSX or iOS version.

ShaderConductor - ShaderConductor is a tool designed for cross-compiling HLSL to other shading languages

  •    C++

ShaderConductor is a tool designed for cross-compiling HLSL to other shading languages. Note that this project is still in an early stage, and it is under active development.

BNNS-vs-MPSCNN - Compares the speed of Apple's two deep learning frameworks: BNNS and Metal Performance Shaders

  •    Swift

This app compares the speed of Apple's two deep learning frameworks: BNNS and Metal Performance Shaders (MPSCNN). It creates a basic convolutional neural network with 2 convolutional layers, 2 pooling layers, and a fully-connected layer. Then it measures how long it takes to sends the same image 100 times through the network.






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