Uploaded April 2017 | Updated September 2026, 2 weeks ago
SoundFFT is a fast and accurate spectrum analyzer for live audio signals. It performs a fast Fourier transform (FFT) on the live input signal coming from the computers main microphone. The highest peak is being detected and its center is being calculated to further increase resolution.
Java can only input an audio signal from an audio source like a microphone. So in order to get the audio stream from the computers main speakers, you have to use some kind of workaround. I found the software "Virtual Audio Cable" to fulfill exactly this purpose.
This demo shows how SoundFFT works with Music.
Interestingly, the laws of physics prevent a more accurate frequency resolution without the spectrum being both more delayed and averaged. The longer the buffer is for the fast Fourier transform, the more accurate the frequency resolution will be and vice versa.
Nevertheless, it is fascinating to be able to see exactly what you hear. Also keep in mind that the human brain automatically Fourier transforms the incoming sound (what you hear is the pitch and not the wave) without you having to waste a single thought about it.
Free download and more information at projectphysx.de
Music: DROELOE feat. Belle Doron - In Time
SoundFFT is a fast and accurate spectrum analyzer for live audio signals. It performs a fast Fourier transform (FFT) on the live input signal coming from the computers main microphone. The highest peak is being detected and its center is being calculated to further increase resolution.
Java can only input an audio signal from an audio source like a microphone. So in order to get the audio stream from the computers main speakers, you have to use some kind of workaround. I found the software "Virtual Audio Cable" to fulfill exactly this purpose.
This demo shows how SoundFFT works with Music.
Interestingly, the laws of physics prevent a more accurate frequency resolution without the spectrum being both more delayed and averaged. The longer the buffer is for the fast Fourier transform, the more accurate the frequency resolution will be and vice versa.
Nevertheless, it is fascinating to be able to see exactly what you hear. Also keep in mind that the human brain automatically Fourier transforms the incoming sound (what you hear is the pitch and not the wave) without you having to waste a single thought about it.
Free download and more information at projectphysx.de
Music: DROELOE feat. Belle Doron - In Time

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FluidX3D is a real time 3D fluid simulation based on the lattice Boltzmann method. It is written in OpenCL (GPU code) and optimized to the physical limit (video memory bandwith, ~500GB/s).
FluidX3D has been completely overhauled, all velocity sets (D2Q9, D3Q13, D3Q15, D3Q19, D3Q27) as well as all collision operators (single relaxation time (SRT), two relaxation time (TRT), multi relaxation time (MRT)) have been added and can be freely combined. In my implementation, neither TRT or MRT have any measurable performance impact since the bottleneck is still the memory bandwidth, capped by the hardware to about 420GB/s on the Titan Xp. The swap algorithm is OS-Pull (fastest algorithm, but not as memory efficient) and the data layout is the faster struct-of arrays (SoA). Ive reached the optimization limit with 2.6 Giga lattice updates per second (GLUPs) for D3Q19 on the Titan Xp.
Ive translated my graphics library Line3D into OpenCL with the Bresenham algorithm for drawing lines on a bitmap. It can handle up to 2 billion lines per second, which is way faster than all other graphics libraries for primitive shapes out there.
For more information about FluidX3D and my other projects, visit
http://www.projectphysx.de
Music: CMA - Youre Not Alone FluidX3D [FLUID SIMULATION] Some Real Time Demonstrations](https://i.ytimg.com/vi/kpCAaydlzi4/mqdefault.jpg)
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Es geht voran mit der DroneEngine. Ich habe drei unterschiedliche Steueralgorithmen implementiert, die zukünftig die Grundlage für das simulierte Sensor-Feedback bilden werden. Weitere Updates werden folgen.
Song: Ellie Goulding - Lights [LuQuS Remix] DroneEngine [QUADCOPTER SIMULATION] June Update: control modes](https://i.ytimg.com/vi/kps6_SK4Dw4/mqdefault.jpg)

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More information at: http://www.projectphysx.de
Music: Chris Zabriskie - Cylinder Three PhysX3D [GRAVITY SIMULATION] Planetary Movement through Space](https://i.ytimg.com/vi/llhXEzWEWxI/mqdefault.jpg)





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FluidX3D is a GPU-accelerated real time 3D fluid simulation based on the lattice Boltzmann method.
Ive added some upgrades, namely the one-step-pull algorithm (OS-Pull) for a combined streaming-and-collide step which cuts VRAM access in half.
Particles are also calculated on the GPU. They dont impact performance much (less than 1%), since 65536 is a small number compared to 256x128x128 LBM nodes. Furthermore, if only the particle positions have to be sent over PCI-e to the CPU for graphics instead of the entire velocity field, it doubles the calculation steps per second, because then the GPU does not have to wait idle until the slow data transfer is done.
For more information about FluidX3D and my other projects, visit
http://www.projectphysx.de
Music: CMA - Youre Not Alone FluidX3D [FLUID SIMULATION] 65536 Particles in Real Time](https://i.ytimg.com/vi/nMyFEnO3j_w/mqdefault.jpg)