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Alcedo Logo

Project website | 项目网页

English | 简体中文

License CUDA C++

Alcedo Studio is an open-source RAW photo editor and digital asset management (DAM) project. It is designed to provide a new choice to photographers who seek a lightweight, high-performance, and largely industry-compatible workflow for their photo editing and library management needs.

Alcedo Studio is NOT an alternative to the existing commercial software nor other open-source projects.

Screenshots and Demo

Welcome / project loader Welcome screen — load or create a project from a single branded entry point
Library browser Library browser — folder tree, responsive thumbnail grid, and a Library Overview panel with date / camera / lens facets
HSL and CDL color grading HSL and CDL Lift / Gain wheels alongside a live Waveform scope
Color science switcher (ACES 2.0 / OpenDRT) Switchable color science — ACES 2.0 or OpenDRT with display colour space, EOTF, and peak-luminance controls
.cube LUT library .cube LUT library with search, folder scan, and one-click apply
Branchable edit history Branchable edit history — undo, collapse, or branch from any prior state
Export queue Export queue — batch export with format, bit-depth, resize, and metadata options

RAW files are from signatureedits 100% Free Raw Files.

Key Technical Features

High-Performance Core

  • CUDA, Metal, and OpenCL accelerated image processing paths, with the Windows CUDA preview path reaching 300 FPS at the highest real-time preview resolution on modern NVIDIA GPUs with large RAW files (e.g., 45MP). Even full-resolution 42MP preview generation takes only around 20ms on a mid-range GPU (RTX 3080 Laptop 8GB).
  • Runtime GPU backend selection for supported operators, including OpenCL coverage for RAW processing, point operators, linear reference conversion, highlight reconstruction, DRT/LMT, lens calibration, geometry adjustment, DNG warp, and scope analysis.
  • Fine-grained memory management, resolution-separated thumbnail requests, and disk-backed thumbnail caching to optimize memory usage during large library browsing. The average DRAM usage for browsing a library of 786 42MP RAW files is around 767MB while achieving smooth scrolling and instant preview generation.
  • Written in modern C++20 with a focus on code quality, modularity, and maintainability (unfortunately, still largely a WIP).

Professional Imaging Pipeline

  • 32-bit floating-point processing pipeline.
  • Support ACES 2.0 Output Rendering and OpenDRT with display color space, EOTF, and peak-luminance controls.
  • Film-like highlight transition, highlight reconstruction, sigmoid contrast curve, and RCD demosaic support for high-quality RAW reconstruction.
  • CUBE LUT support for creative color grading, including a curated set of packaged Kodak, Fuji, and Agfa film-emulation LUTs.
  • Support JPEG/TIFF/PNG/EXR output with metadata write-back.
  • Unlimited history stack with Git-like version control and branching, log-only versioning, stable project UUIDs, Merkle-tree version hashes, and project checksum validation.
  • OpenImageIO/Exiv2-based image output with support for various formats and metadata handling.
  • Planning to support HDR workflow and output in the future.

Asset Management ("Sleeve" System)

  • A simple but flexible inode-like file system using DuckDB as the storage backend, designed to manage both the original RAW files and the generated metadata (previews, thumbnails, edit history, etc.) in a unified way.
  • Lean project management with a single project file that contains all the metadata and references to the original files, enabling easy project sharing and backup without worrying about missing sidecar files or broken links.
  • Collection membership, folder pagination, cache invalidation, duplicate/history handling, and batch database mutation paths for smoother large-project operations.
  • Advanced search and filtering capabilities, including EXIF facets, fuzzy/exact global search, thumbnail-backed search results, star ratings, and rating filters. Planning to support semantic search and AI-assisted tagging in the future.

System Requirements

  • Windows 10/11 x64 for the current CUDA editor build, which now defaults to the Qt RHI/D3D12 viewer path.
  • macOS on Apple platforms for the Metal-backed Qt application build.
  • NVIDIA GPU with CUDA support (minimum compute capability 6.0 (10-series or later), recommended 7.0+ (20-series or later) for optimal performance) and preferably 6GB+ VRAM for smooth performance with high resolution RAW files (40MP+) on the Windows/CUDA build.
  • A Metal-capable Mac for the macOS/Metal build.
  • At least 8GB of system RAM (16GB+ recommended for larger libraries and smoother performance).
  • 500MB of free disk space for the installation and temporary working files.
  • 60+ MB for installation package and partial update support.

Build from Source

Detailed bilingual instructions are in:

构建细节(中英对照)已单独维护在:

Quick commands:

# Required submodules for current CMake layout
git submodule update --init --recursive `
  alcedo_studio/src/third_party/lensfun `
  alcedo_studio/src/third_party/libultrahdr `
  alcedo_studio/src/third_party/metal-cpp

# Windows debug (MSVC wrapper + preset)
cmd /c scripts\msvc_env.cmd --preset win_debug -DCMAKE_PREFIX_PATH="D:/Qt/6.9.3/msvc2022_64/lib/cmake"
cmd /c scripts\msvc_env.cmd --build --preset win_debug --parallel 8

# Windows release
cmd /c scripts\msvc_env.cmd --preset win_release -DCMAKE_PREFIX_PATH="D:/Qt/6.9.3/msvc2022_64/lib/cmake"
cmd /c scripts\msvc_env.cmd --build --preset win_release --parallel 8
cmd /c scripts\msvc_env.cmd --install build/release --prefix build/install

# macOS debug and packaging
cmake --preset macos_debug
cmake --build --preset macos_debug --target alcedo_main
cmake --preset macos_release
cmake --build --preset macos_release
cmake --build --preset macos_package

Roadmap

Roadmap and ongoing milestones:

Acknowledgements

Alcedo Studio builds on research, open-source implementations, and community data from the wider imaging ecosystem:

License

The v0.1.1 tag and earlier releases remain under Apache-2.0. Development after v0.1.1 is licensed under GPL-3.0-only, with an additional permission under GPLv3 section 7 for combining/distributing required NVIDIA CUDA components. See LICENSE and NOTICE.

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Open-source RAW photo processing and digital asset management software.

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