POPX

About

Yuval Cohen
MiniUV

Digital artist and electrical engineer based in Tel Aviv. I build real-time generative systems — installations, live visuals, and tools — using TouchDesigner and custom GPU shaders.

POPX started because I kept rebuilding the same operators for every project. When I finally packaged them up for a friend, they immediately asked if others could have them too. That was the start.

What is POPX

GPU-native

Every operator runs entirely on the GPU via Vulkan compute shaders. No CPU bottlenecks, no per-frame synchronization overhead.

Real-time

Designed for live performance. All 60 operators maintain 60fps or above at 1080p on a mid-range GPU.

TouchDesigner-first

POPX is a .tox — it drops directly into any TD project. No installs, no Python dependencies, no configuration.

The story so far

  1. 2022

    POPX idea born

    Yuval started building custom GPU operators for his own live performances. Colleagues kept asking for copies.

  2. 2023

    First Patreon release

    POPX launched on Patreon with 12 operators. Within three months, 100 creators had subscribed.

  3. 2024

    v1.0 — 48 operators

    A full rewrite with a consistent architecture. Five categories, GPU-native, documented from day one.

  4. 2025

    v1.3 — 60 operators

    Physarum simulation, reaction-diffusion, SDF combiners. The library keeps growing.

Community

Start creating

60 GPU-accelerated operators, new releases every month, and a community of generative artists.