C++ Photos

Open-source C++ projects categorized as Photos

Top 4 C++ Photo Projects

  • libjxl

    JPEG XL image format reference implementation

  • Project mention: JPEG XL and Google's War Against It | news.ycombinator.com | 2024-05-02

    > Regarding JPEG XL's mobile support, it makes sense it would see limited development if the company that manages one of the biggest mobile players has been the greatest restriction on their success. The lack of support also disincentivises manufacturers to prioritise support.

    There was literally no involvement from any hardware vendor in the standardization of JPEG XL. It went from a Call for Proposals in Sept 2018 to Committee Draft in Aug 2019 with very little time for industry feedback. Contrast this with AV1 which had involvement from hardware vendors Intel, NVIDIA, Arm, AMD, Broadcom, Amlogic from the beginning as well as companies who ship media on hardware at scale such as Cisco, Netflix, Samsung and yes Google. These companies reviewed and provided significant feedback on the format that made it suitable for hardware implementation.

    https://news.ycombinator.com/threads?id=JyrkiAlakuijala is a lead on the project and a Google employee, and active in JPEG XL development https://github.com/libjxl/libjxl/commits?author=jyrkialakuij...

  • filmulator-gui

    Filmulator --- Simplified raw editing with the power of film

  • Project mention: The Virtual Blender Camera | news.ycombinator.com | 2023-08-16

    Let's look at this from a perspective of Shannon's Information Theory. Cinema is a double tranmissive system. First, the world has things & shapes: it is information. It transmit / sends information about itself via light, which bounces off it and scatters or bounces. This travels through first an air/liquid/vacuum medium (distorting in some cases) and then the lens's optical medium. Then it impacts either a shutter (blocking the light) or if the shutter is open a frame of film, which is actually a lot of independent little film grains on a transmissive medium. Ok, we have now received the information, and the shutter closes and advances to the next frame, to repeat another reception.

    Film is kind of interesting because the process of getting the information isn't done there. We also have to re-broadcast the film out, but honestly, that part is kind of boring: shine light through the developed film and it attenuates some parts of the light more than others, reproducing the information encoded on developed film quite directly & without loss.

    So far, this has all been modelled pretty well by this project. We have fancy lens optics, reproducing the light-capture system of a camera. What's missing / un-canny valley so far is that the virtual world is usually a fairly poor facimile of the real world. The modelling straight up isn't as good. How things animate and move lack a subtlty of complex motion that real bodies in motion carry. There's a host of small issues around how light interacts/bounces off subjects that we don't model well in Blender or most systems: subsurface scattering effects aren't as fancy as they could be, the physical based rendering models aren't complex enough, the air itself as as a medium isn't well modelled. There's a huge combo of things the virtual worlds aren't as good at as the real world, and there's so many behaviors and nuances of things in the real world that virtual worlds usually don't capture as well. This largely defines the uncanny valley.

    But, just to throw a little more fuel on the fire: this project also is missing another step in cinema that I skipped above. I don't think this is where the uncanny valley problem is, but I think it's a pretty sizable difference between film and digital cinema. Film has another tranmission process that I didn't describe above!

    So, we've shot our movie. Now what? Well, we develop the film. What is developing? Well, we emerse the film in an activation bath to develop the exposed silver-halide crystals better known as film grains. There's information trapped in these crystals, they're at a certain state, and we have a chemical process which sends this information out, through a medium. The medium is the chemical developer, which turns the exposure into developed film grain, which is the received information from this system.

    One of the really crazy things to me is that developing film is not at all like reading exposure values off a digital sensor. Because the process happens over time chemically, and the process itself is actively consuming the film developer as it works, which creates little local pockets where there's less developer. The process is non-linear. A heavily exposed scene will consume the developer and reduce further development speed not just for that film grain, but for the area around it.

    Again, this isn't the uncanny valley problem. But it's still something missing from digital cinema, from this effort, that makes it substantially different from film cinema. There's projects like Filmulator https://filmulator.org/ that I love and adore which can simulate chemical development of film from RAW images. I'd love to see Virtual Blender Camera team up with efforts like these, to create a more genuine film-cinema feel, that models more than just the optical capture systems.

  • InfluxDB

    Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.

    InfluxDB logo
  • fva

    A convergent tool set in form of desktop applications to automate the process of importing the multimedia data (photo/audio/video) into the IR multimedia systems like digiKam, Google Photo, Apple Photo, Synology Photo Station, etc. to make the multimedia more searchable and to improve family photos

  • Project mention: What I learned as an Application Architect while creating my product | /r/fva | 2023-10-02

    Undeniably, we should remember about licenses. As FVA Software uses third-party tools and libraries, their respective licenses should be included in the code. In addition, I had to create the FVA License and gained an understanding of what a license is and how to create one.

  • photobroom

    Photos managing tool

NOTE: The open source projects on this list are ordered by number of github stars. The number of mentions indicates repo mentiontions in the last 12 Months or since we started tracking (Dec 2020).

C++ Photos related posts

  • What I learned as an Application Architect while creating my product

    2 projects | /r/fva | 2 Oct 2023
  • What I learned as an Application Architect while creating my product

    2 projects | dev.to | 19 Sep 2023
  • The Virtual Blender Camera

    1 project | news.ycombinator.com | 16 Aug 2023
  • Make Your Renders Unnecessarily Complicated by Modeling a Film Camera in Blender [video]

    3 projects | news.ycombinator.com | 2 Jul 2023
  • What I learned as a Product Manager while creating my product

    1 project | /r/fva | 10 Mar 2023
  • What I learned as a Product Manager while creating my product

    1 project | dev.to | 3 Mar 2023
  • Why I decided to create my photo organizer

    1 project | /r/fva | 14 Feb 2023
  • A note from our sponsor - InfluxDB
    www.influxdata.com | 19 May 2024
    Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality. Learn more →

Index

What are some of the best open-source Photo projects in C++? This list will help you:

Project Stars
1 libjxl 2,274
2 filmulator-gui 661
3 fva 10
4 photobroom 9

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