Symbolic Scene Language - Convert geometric expressions to shader code for sphere-traced rendering
Project description
SySL: Symbolic Scene Language
SySL extends GeoLiPI by adding material-related symbols to geometric expressions. It provides an shader evaluation pipeline that converts symbolic scene expressions into GLSL shader code, enabling sphere-traced rendering and real-time interactive WebGL visualization.
Applications
1. Paper-Ready Renders
Generate high-quality renders of primitive assemblies without mesh conversion. I used this system for rendering primitive assemblies for paper figures in a recent work Residual Primitive Fitting of 3D Shapes with SuperFrusta.
2. Interactive Web Visualization
Create standalone HTML files for interactive 3D visualization. Useful for debugging, or stand alone apps.
3. Interactive Assembly editor.
Create an standalone app for editing textured (deployable) primitive assemblies.
4. Animation Sequences
Generate frame-by-frame renders for animations.
Features
- Material Expressions: Define materials with albedo, metallic, roughness, emissive properties
- Multiple Render Modes: From simple Inigo-style to PBR-quality Matthieu-style rendering
- Shader Code Generation: Convert symbolic expressions to optimized GLSL
- Interactive Visualization: Generate standalone HTML files with WebGL rendering
- Jupyter Integration: Inline visualization in notebooks
- Offline Rendering: Headless rendering via ModernGL (optional)
- Image Effects (IMFX): Post-processing effects like outlines, dithering, anti-aliasing
Installation
From PyPI (recommended)
SySL is published on PyPI under the name sysl3d. For most users this is the easiest way to get started:
pip install sysl3d
You will also need GeoLiPI, which provides the geometric expression system that SySL builds on:
pip install geolipi
From source
git clone https://github.com/bardofcodes/sysl.git
cd sysl
# Install dependencies
pip install -r requirements.txt
# Editable install for development
pip install -e .
Quick Start
Basic example
import geolipi.symbolic as gls
import sysl.symbolic as sls
from sysl.shader import DEFAULT_SETTINGS, RenderMode, evaluate_to_shader
from sysl.shader_runtime import create_shader_html
# Create simple geometry
geometry = gls.Sphere3D((1.0,))
# Define a basic V4 material (albedo, emissive, mrc)
material = sls.MaterialV4(
(1.0, 0.2, 0.1), # albedo
(0.0, 0.0, 0.0), # emissive
(0.5, 0.3, 0.0), # metallic / roughness / clearcoat
)
scene = sls.MatSolidV4(geometry, material)
# Choose a render mode and settings
settings = dict(DEFAULT_SETTINGS)
settings["render_mode"] = RenderMode.V4
# Generate shader
shader_code, uniforms, textures = evaluate_to_shader(scene, settings=settings)
# Generate HTML viewer
html_code = create_shader_html(
shader_code,
uniforms,
textures,
show_controls=True,
)
# Save to a file and serve via a simple HTTP server
with open("sysl_example.html", "w") as f:
f.write(html_code)
Jupyter Notebook
from IPython.display import HTML, display
from sysl.shader_runtime.generate_shader_html import make_jupyter_compatible_html
wrapped = make_jupyter_compatible_html(html_code)
display(HTML(wrapped))
Jupyter Notebook
See notebooks/ for examples.
Render Modes
SySL supports multiple rendering pipelines, each with different visual characteristics:
| Mode | Description | Use Case | Source |
|---|---|---|---|
| V1 | Simple Inigo-style | Fast preview, basic shading | ShaderToy |
| V2 | Inigo + Color | Simple colored renders | ShaderToy |
| V3 | J. Matthieu-style | Material functions with (p, n) | ShaderToy |
| V4 | Adapted Matthieu | Local materials + mixing (default) | ShaderToy |
| V5 | Toon Shader | NPR stylized rendering | ShaderToy |
| V6 | Dithered Shader | V2 + Dithering + outline | ShaderToy |
Selecting a render mode
You can select different render modes via the RenderMode enum:
from sysl.shader import DEFAULT_SETTINGS, RenderMode, evaluate_to_shader
settings = dict(DEFAULT_SETTINGS)
settings["render_mode"] = RenderMode.V4 # v1–v6
shader_code, uniforms, textures = evaluate_to_shader(expression, settings=settings)
API overview
The main entry points most users interact with are:
sysl.evaluate_to_shader(expression, mode=\"singlepass\" | \"multipass\", settings=None)sysl.create_shader_html(shader_code, uniforms, textures, show_controls=False, ...)sysl.symbolic– symbolic building blocks (materials, combinators, fields, etc.)
See the examples in examples/ and notebooks/ for more complete workflows.
Image Effects (IMFX)
Post-processing effects available in multi-pass rendering:
-
Outlines: Edge detection for shape boundaries
-
Selection Highlight: Highlight specific primitives (used in editing mode)
-
Dithering: Stylized dither patterns
-
FXAA: Fast approximate anti-aliasing
Project Structure
sysl/
├── sysl/
│ ├── symbolic/ # Material symbols and MatSolid definitions
│ ├── shader/ # Expression → GLSL shader conversion
│ │ ├── shader_templates/ # GLSL template modules
│ │ └── utils/ # UBO packing, texture encoding
│ ├── shader_runtime/ # HTML generation, offline rendering
│ └── torch_compute/ # PyTorch-based evaluation (optional)
├── scripts/ # Example scripts
├── notebooks/ # Jupyter notebook examples
├── tests/ # Pytest-based test suite
└── assets/ # Images for documentation
Acknowledgments
This project builds heavily on the excellent work from the ShaderToy community:
- Inigo Quilez (iquilezles.org) - SDF primitives, combinators, and basic sphere tracing / rendering techniques
- Matthieu Jacquemet (ShaderToy) - A material system + alternate rendering system.
Important License Note: The MIT license applies to the Python code in this repository. The GLSL shader templates are derived from ShaderToy contributions and retain their original authors' licensing terms. Please respect the original authors' licenses when using generated shader code.
Citation
If you use SySL in your research, please cite:
@misc{ganeshan2025superfit,
title={Residual Primitive Fitting of 3D Shapes with SuperFrusta},
author={Aditya Ganeshan and Matheus Gadelha and Thibault Groueix and Zhiqin Chen and Siddhartha Chaudhuri and Vladimir Kim and Wang Yifan and Daniel Ritchie},
year={2025},
eprint={2512.09201},
archivePrefix={arXiv},
primaryClass={cs.GR},
url={https://arxiv.org/abs/2512.09201},
}
@article{ganeshan2025migumi,
author = {Ganeshan, Aditya and Fleischer, Kurt and Jakob, Wenzel and Shamir, Ariel and Ritchie, Daniel and Igarashi, Takeo and Larsson, Maria},
title = {MiGumi: Making Tightly Coupled Integral Joints Millable},
year = {2025},
publisher = {Association for Computing Machinery},
volume = {44},
number = {6},
url = {https://doi.org/10.1145/3763304},
doi = {10.1145/3763304},
journal = {ACM Trans. Graph.},
articleno = {193},
}
Known Limitations & Future Work
- Code Duplication: Shader templates have some duplication that could be refactored
- Complex Scenes: Very complex scenes may benefit from cone tracing (not yet implemented)
- WebGPU: Currently WebGL only; WGPU support planned
- Configuration Persistence: Saving/loading editor configurations not yet supported
See sysl/shader/shader_templates/future_shaders.md for planned shader additions.
License
This project is licensed under the MIT License - see the LICENSE file for details.
Note: Shader templates derived from ShaderToy retain their original licensing.
Maintenance & contributions
SySL is currently solo-maintained. Releases, versioning, and roadmap decisions are made by the maintainer and may evolve as the surrounding research/software does.
At this time the project has a closed contribution policy:
- External pull requests are not accepted by default.
- Bug reports and feature requests are still welcome via GitHub issues.
If this policy changes in the future, the README and CONTRIBUTING.md will be updated
to reflect the new contribution model.
Contact
- Issues: GitHub Issues
- Email: adityaganeshan@gmail.com
This project is under active development. APIs may change between versions.
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