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	<title>openSourceVFX.org</title>
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	<link>http://opensourcevfx.org</link>
	<description>A directory of Open-Source projects for the VFX community</description>
	<lastBuildDate>Mon, 05 Apr 2010 21:59:25 +0000</lastBuildDate>
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		<item>
		<title>JupiterFileCache</title>
		<link>http://opensourcevfx.org/2010/03/jupiterfilecache/</link>
		<comments>http://opensourcevfx.org/2010/03/jupiterfilecache/#comments</comments>
		<pubDate>Thu, 04 Mar 2010 21:20:13 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[cache]]></category>
		<category><![CDATA[pipeline]]></category>
		<category><![CDATA[renderman]]></category>
		<category><![CDATA[storage management]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=433</guid>
		<description><![CDATA[JupiterFileCache (JFC) is a general purpose, multi location, multi process, thread safe file read &#38; write cache library. This is a C++ library that allows caching files in remote (network) locations onto the local client to speed up future accesses to these files. This reduces network traffic, but also, more importantly disk access, on the [...]
<p class='projectfields'><strong>Project Page</strong>: <a href='http://code.google.com/p/jupiterfilecache'>http://code.google.com/p/jupiterfilecache</a><br/><strong>Language</strong>: C++ Python<br/><strong>Platform</strong>: Linux, OS X, Windows<br/><strong>License</strong>: <a rel="nofollow" href="http://creativecommons.org/licenses/by-sa/3.0/">Creative  Commons 3.0 BY-SA </a><br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">JupiterFileCache (JFC) is a general purpose, multi location, multi  process, thread safe<strong> file read &amp; write cache library. </strong></p>
<p style="text-align: justify;">This  is a C++ library that allows caching files in remote (network)  locations onto the local client to speed up future accesses to these  files. This reduces network traffic, but also, more importantly disk  access, on the server. Modern network infrastructures are rarely the  problem, but a server&#8217;s disks often don&#8217;t cope well when hundreds of  clients read large files, often repeatedly, by querying small pieces of  data, all at the same time.</p>
<p style="text-align: justify;">It comes with a <a rel="nofollow" href="http://www.swig.org/">SWIG</a> interface to be  easily accessible through scripting languages (e.g Python) without the  need to use a C++ compiler.</p>
<p style="text-align: justify;"><a name="Use_case_example">As a example use-case we provide an </a><a rel="nofollow" href="http://en.wikipedia.org/wiki/Shadeop">RSL shadeop</a> implementation, modeled after the automatic network cache in <a rel="nofollow" href="http://www.3delight.com/">DNA research&#8217;s 3Delight</a>.  It allows caching files like textures, point clouds or other heavy  data, on a render farm client, automatically, by simply specifying the  cache location with an environment variable, or in the RIB (with an  option). In your shaders you can use the cacheFile() shadeop.  It should  work with any renderer that has an RSL shadeop API but was tested &amp;  used in production with <a rel="nofollow" href="http://renderman.pixar.com/">Pixar&#8217;s PhotoRealistic RenderMan</a>.</p>

<p class='projectfields'><strong>Project Page</strong>: <a href='http://code.google.com/p/jupiterfilecache'>http://code.google.com/p/jupiterfilecache</a><br/><strong>Language</strong>: C++ Python<br/><strong>Platform</strong>: Linux, OS X, Windows<br/><strong>License</strong>: <a rel="nofollow" href="http://creativecommons.org/licenses/by-sa/3.0/">Creative  Commons 3.0 BY-SA </a><br/></p>]]></content:encoded>
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		</item>
		<item>
		<title>rmanPtc SOP</title>
		<link>http://opensourcevfx.org/2010/02/rmanptc-sop/</link>
		<comments>http://opensourcevfx.org/2010/02/rmanptc-sop/#comments</comments>
		<pubDate>Tue, 09 Feb 2010 19:21:28 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[houdini]]></category>
		<category><![CDATA[openGL]]></category>
		<category><![CDATA[pointClouds]]></category>
		<category><![CDATA[renderman]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=429</guid>
		<description><![CDATA[The RmanPtcSop project is a Houdini geometry operator (SOP) for loading and displaying RenderMan point clouds. It is based on the open source dnPtcViewerNode project from Double Negative Visual Effects. Features of the rmanPtc SOP include: Independent control for limiting the number of points loaded and displayed. Geometry output for all point attributes in the [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://danbethell.github.com/rmanptcsop/'>http://danbethell.github.com/rmanptcsop/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/bsd-license.php" target="_blank">New BSD License</a><br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">The RmanPtcSop project is a Houdini geometry operator (SOP) for loading and displaying RenderMan point clouds. It is based on the open source <a href="http://dneg.github.com/dnPtcViewerNode">dnPtcViewerNode</a> project from Double Negative Visual Effects.</p>
<p>Features of the <strong>rmanPtc</strong> SOP include:</p>
<ul>
<li style="text-align: justify;"> Independent control for limiting the number of points loaded and displayed.</li>
<li style="text-align: justify;"> Geometry output for all point attributes in the cloud.</li>
<li style="text-align: justify;"> OpenGL display preview for attributes as point or disk primitives.</li>
<li style="text-align: justify;"> Ability to cull points based on a reference bounding box.</li>
</ul>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://danbethell.github.com/rmanptcsop/'>http://danbethell.github.com/rmanptcsop/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/bsd-license.php" target="_blank">New BSD License</a><br/></p>]]></content:encoded>
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		<item>
		<title>Wavelet Turbulence for Fluid Simulation</title>
		<link>http://opensourcevfx.org/2010/02/wavelet-turbulence-for-fluid-simulation/</link>
		<comments>http://opensourcevfx.org/2010/02/wavelet-turbulence-for-fluid-simulation/#comments</comments>
		<pubDate>Tue, 09 Feb 2010 15:57:38 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[fluids]]></category>
		<category><![CDATA[simulation]]></category>
		<category><![CDATA[turbulence]]></category>
		<category><![CDATA[wavelet]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=426</guid>
		<description><![CDATA[We present a novel wavelet method for the simulation of fluids at high spatial resolution. The algorithm enables large- and small-scale detail to be edited separately, allowing high-resolution detail to be added as a post-processing step. Instead of solving the Navier-Stokes equations over a highly refined mesh, we use the wavelet decomposition of a low-resolution [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.cs.cornell.edu/~tedkim/WTURB'>http://www.cs.cornell.edu/~tedkim/WTURB</a><br/><strong>Project Page</strong>: <a href='http://www.cs.cornell.edu/~tedkim/WTURB/source.html'>http://www.cs.cornell.edu/~tedkim/WTURB/source.html</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/gpl-2.0.php" target="_blank"><span style="font-family: Arial;">GNU Public License</span></a><br/><strong>Sponsor</strong>: Cornell University<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;"><span style="font-family: Arial;">We present a novel wavelet method for the simulation of fluids at high spatial resolution. The algorithm enables large- and small-scale detail to be edited separately, allowing high-resolution detail to be added as a post-processing step. Instead of solving the Navier-Stokes equations over a highly refined mesh, we use the wavelet decomposition of a low-resolution simulation to determine the location and energy characteristics of missing high-frequency components. We then synthesize these missing components using a novel incompressible turbulence function, and provide a method to maintain the temporal coherence of the resulting structures. There is no linear system to solve, so the method parallelizes trivially and requires only a few auxiliary arrays. The method guarantees that the new frequencies will not interfere with existing frequencies, allowing animators to set up a low resolution simulation quickly and later add details without changing the overall fluid motion.</span></p>
<p style="text-align: justify;"><span style="font-family: Arial;">This code is a reference implementation of our paper <em><a href="http://www.cs.cornell.edu/%7Etedkim/WTURB">Wavelet Turbulence for Fluid Simulation</a></em>. The code is intended as a pedagogical example, so clarity has been given preference over performance. Optimizations that inhibit readability have been removed, so the running times experienced will be longer than those reported in the paper. </span></p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.cs.cornell.edu/~tedkim/WTURB'>http://www.cs.cornell.edu/~tedkim/WTURB</a><br/><strong>Project Page</strong>: <a href='http://www.cs.cornell.edu/~tedkim/WTURB/source.html'>http://www.cs.cornell.edu/~tedkim/WTURB/source.html</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/gpl-2.0.php" target="_blank"><span style="font-family: Arial;">GNU Public License</span></a><br/><strong>Sponsor</strong>: Cornell University<br/></p>]]></content:encoded>
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		</item>
		<item>
		<title>pfstools</title>
		<link>http://opensourcevfx.org/2010/01/pfstools/</link>
		<comments>http://opensourcevfx.org/2010/01/pfstools/#comments</comments>
		<pubDate>Sun, 24 Jan 2010 16:38:14 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[calibration]]></category>
		<category><![CDATA[hdr]]></category>
		<category><![CDATA[image-processing]]></category>
		<category><![CDATA[tone-mapping]]></category>
		<category><![CDATA[web UI]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=420</guid>
		<description><![CDATA[pfstools package is a set of command line programs for reading, writing and manipulating high-dynamic range (HDR) images and video frames. It includes also Qt and OpenGL HDR image viewers. pfstools can be integrated with GNU Octave or matlab, so that it can serve as a toolbox for reading and writing HDR images. All programs in the [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://pfstools.sourceforge.net/'>http://pfstools.sourceforge.net/</a><br/><strong>Project Page</strong>: <a href='http://sourceforge.net/projects/pfstools/'>http://sourceforge.net/projects/pfstools/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, OS X, Windows<br/><strong>License</strong>: <a href="http://sourceforge.net/softwaremap/trove_list.php?form_cat=16">GNU Library or Lesser General Public License (LGPL)</a><br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">pfstools package is a set of command line programs for reading, writing and manipulating high-dynamic range (HDR) images and video frames. It includes also <a href="http://pfstools.sourceforge.net/img/pfsview_screenshot.png">Qt</a> and OpenGL HDR image viewers. pfstools can be integrated with <a href="http://www.octave.org/">GNU Octave</a> or matlab, so that it can serve as a toolbox for reading and writing HDR images.<span id="more-420"></span></p>
<p style="text-align: justify;">All programs in the package exchange image data using unix pipes and a simple generic HDR image format &#8211; pfs. pfs in not just another format for storing HDR images (and there are already quite a few of them), but is rather an attempt to integrate the existing HDR image formats by providing a simple interface for exchanging data between applications.</p>
<p style="text-align: justify;">pfstools is a base set of tools and more advanced functionality can be found in related packages, such as <a href="http://pfstools.sourceforge.net/pfstmo.html">pfstmo</a> (tone-mapping) or <a href="http://pfstools.sourceforge.net/pfscalibration.html">pfscalibration</a> (recovery of camera response curve and merging multi-exposure LDR image). If you are not comfortable with a command line interface or you want to save yourself compilation problems, you may want to check <a href="http://qtpfsgui.sourceforge.net/">Qtpfsgui</a>, which packages some functionality of pfstmo and pfscalibration in a nice GUI interface.</p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://pfstools.sourceforge.net/'>http://pfstools.sourceforge.net/</a><br/><strong>Project Page</strong>: <a href='http://sourceforge.net/projects/pfstools/'>http://sourceforge.net/projects/pfstools/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, OS X, Windows<br/><strong>License</strong>: <a href="http://sourceforge.net/softwaremap/trove_list.php?form_cat=16">GNU Library or Lesser General Public License (LGPL)</a><br/></p>]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Hugin</title>
		<link>http://opensourcevfx.org/2010/01/hugin/</link>
		<comments>http://opensourcevfx.org/2010/01/hugin/#comments</comments>
		<pubDate>Sun, 24 Jan 2010 15:11:40 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[hdr]]></category>
		<category><![CDATA[image-processing]]></category>
		<category><![CDATA[panorama]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=416</guid>
		<description><![CDATA[Hugin is an opensource graphical user interface (GUI) for Panorama tools. Like other GUI front-ends, hugin provides an easy-to-use unified point-and-click interface to a whole range of other command-line tools including: autopano-sift, autopano-sift-C, panomatic or autopano for automatic creation of control points. nona for remapping input images and rendering output images. enblend and enfuse for [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://hugin.sourceforge.net/'>http://hugin.sourceforge.net/</a><br/><strong>Project Page</strong>: <a href='http://sourceforge.net/projects/hugin/'>http://sourceforge.net/projects/hugin/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, OS X, Windows<br/><strong>License</strong>: <a href="http://sourceforge.net/softwaremap/trove_list.php?form_cat=15">GNU  General Public License (GPL)</a><br/></p>]]></description>
			<content:encoded><![CDATA[<p><strong>Hugin</strong> is an opensource graphical user interface (GUI) for <a title="Panorama tools" href="http://wiki.panotools.org/Panorama_tools">Panorama  tools</a>.</p>
<p style="text-align: justify;">Like other <a title="GUI front-ends" href="http://wiki.panotools.org/GUI_front-ends">GUI front-ends</a>, <strong>hugin</strong> provides an  easy-to-use unified point-and-click interface to a whole range of other  command-line tools including:</p>
<ul>
<li style="text-align: justify;"> <a title="Autopano-sift" href="http://wiki.panotools.org/Autopano-sift">autopano-sift</a>, <a title="Autopano-sift-C" href="http://wiki.panotools.org/Autopano-sift-C">autopano-sift-C</a>,  <a title="Panomatic" href="http://wiki.panotools.org/Panomatic">panomatic</a> or <a title="Autopano" href="http://wiki.panotools.org/Autopano">autopano</a> for automatic creation of <a title="Control points" href="http://wiki.panotools.org/Control_points">control  points</a>.</li>
<li style="text-align: justify;"> <a title="Nona" href="http://wiki.panotools.org/Nona">nona</a> for remapping input images and rendering output images.</li>
<li style="text-align: justify;"> <a title="Enblend" href="http://wiki.panotools.org/Enblend">enblend</a> and <a title="Enfuse" href="http://wiki.panotools.org/Enfuse">enfuse</a> for seamless blending of output images.<span id="more-416"></span></li>
</ul>
<p style="text-align: justify;">The Hugin project&#8217;s mission is not only to provide a powerful GUI,  but also to provide opensource replacements for the small number of  closed source components of <a title="Panorama tools" href="http://wiki.panotools.org/Panorama_tools">Panorama  tools</a>, especially <a title="PTStitcher" href="http://wiki.panotools.org/PTStitcher">PTStitcher</a>. A PTStitcher replacement, called <a title="Nona" href="http://wiki.panotools.org/Nona">nona</a> has been  developed, supporting its most important features.</p>
<p style="text-align: justify;">Among the many flexible Hugin workflow options, it is possible to  correct <a title="Exposure correction" href="http://wiki.panotools.org/Exposure_correction">exposure</a>, <a title="Vignetting" href="http://wiki.panotools.org/Vignetting">Vignetting</a> and <a title="White  balance" href="http://wiki.panotools.org/White_balance">White balance</a> between photos; generate <a title="HDR" href="http://wiki.panotools.org/HDR">HDR</a> or <a title="Exposure  blending" href="http://wiki.panotools.org/Exposure_blending">exposure blended</a> output from <a title="Bracketing" href="http://wiki.panotools.org/Bracketing">bracketed</a> photos; or use <a title="16bit" href="http://wiki.panotools.org/16bit">16bit</a> and <a title="HDR" href="http://wiki.panotools.org/HDR">HDR</a> input  data natively.</p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://hugin.sourceforge.net/'>http://hugin.sourceforge.net/</a><br/><strong>Project Page</strong>: <a href='http://sourceforge.net/projects/hugin/'>http://sourceforge.net/projects/hugin/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, OS X, Windows<br/><strong>License</strong>: <a href="http://sourceforge.net/softwaremap/trove_list.php?form_cat=15">GNU  General Public License (GPL)</a><br/></p>]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Open Cinema Tools</title>
		<link>http://opensourcevfx.org/2010/01/open-cinema-tools/</link>
		<comments>http://opensourcevfx.org/2010/01/open-cinema-tools/#comments</comments>
		<pubDate>Sat, 16 Jan 2010 03:30:44 +0000</pubDate>
		<dc:creator>Rob Bredow</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[DCP]]></category>
		<category><![CDATA[image-processing]]></category>
		<category><![CDATA[playback]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=408</guid>
		<description><![CDATA[Open Cinema Tools provides a set of tools (currently command line only) to create Digital Cinema Packages (DCP&#8217;s) for playback on digital cinema projectors.  The goals for Open Cinema Tools are: creation of DCP from source files support for multi-reel DCPs with several audio and subtitle tracks development of an intuitive, multi-lingual user interface Project [...]
<p class='projectfields'><strong>Project Page</strong>: <a href='http://code.google.com/p/opencinematools/'>http://code.google.com/p/opencinematools/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Windows, Linux<br/><strong>License</strong>: <a rel="nofollow" href="http://www.opensource.org/licenses/bsd-license.php">New BSD License</a><br/></p>]]></description>
			<content:encoded><![CDATA[<p>Open Cinema Tools provides a set of tools (currently command line only) to create Digital Cinema Packages (DCP&#8217;s) for playback on digital cinema projectors.  The goals for Open Cinema Tools are:</p>
<ul>
<li>creation of DCP from source files</li>
<li>support for multi-reel DCPs with several audio and subtitle tracks</li>
<li>development of an intuitive, multi-lingual user interface</li>
</ul>

<p class='projectfields'><strong>Project Page</strong>: <a href='http://code.google.com/p/opencinematools/'>http://code.google.com/p/opencinematools/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Windows, Linux<br/><strong>License</strong>: <a rel="nofollow" href="http://www.opensource.org/licenses/bsd-license.php">New BSD License</a><br/></p>]]></content:encoded>
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		</item>
		<item>
		<title>Ptex</title>
		<link>http://opensourcevfx.org/2010/01/ptex/</link>
		<comments>http://opensourcevfx.org/2010/01/ptex/#comments</comments>
		<pubDate>Fri, 15 Jan 2010 21:12:28 +0000</pubDate>
		<dc:creator>Larry Gritz</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[file format]]></category>
		<category><![CDATA[geometry]]></category>
		<category><![CDATA[paint]]></category>
		<category><![CDATA[texture]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=402</guid>
		<description><![CDATA[Ptex is a texture mapping system developed by Walt Disney Animation Studios for production-quality rendering: No UV assignment is required! Ptex applies a separate texture to each face of a subdivision or polygon mesh. The Ptex file format can efficiently store hundreds of thousands of texture images in a single file. The Ptex API provides [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://ptex.us/'>http://ptex.us/</a><br/><strong>Project Page</strong>: <a href='http://github.com/wdas/ptex/'>http://github.com/wdas/ptex/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, OS X, Windows<br/><strong>License</strong>: New BSD<br/><strong>Sponsor</strong>: Walt Disney Animation Studios<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;"><strong>Ptex</strong> is a texture mapping system developed by <a href="http://disneyanimation.com/" target="_top">Walt Disney Animation Studios</a> for production-quality rendering:</p>
<ul>
<li style="text-align: justify;">No UV assignment is required!  Ptex applies a separate texture to each face of a subdivision or polygon mesh.</li>
<li style="text-align: justify;">The Ptex <a href="http://ptex.us/documentation.html#fileformat">file format</a> can efficiently store hundreds of thousands of texture images in a single file.</li>
<li style="text-align: justify;">The Ptex <a href="http://ptex.us/documentation.html#api">API</a> provides cached file I/O and high-quality filtering &#8211; everything that is needed to easily add Ptex support to a production-quality renderer or texture authoring application.</li>
</ul>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://ptex.us/'>http://ptex.us/</a><br/><strong>Project Page</strong>: <a href='http://github.com/wdas/ptex/'>http://github.com/wdas/ptex/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, OS X, Windows<br/><strong>License</strong>: New BSD<br/><strong>Sponsor</strong>: Walt Disney Animation Studios<br/></p>]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>OpenPipeline</title>
		<link>http://opensourcevfx.org/2010/01/openpipeline/</link>
		<comments>http://opensourcevfx.org/2010/01/openpipeline/#comments</comments>
		<pubDate>Fri, 15 Jan 2010 13:13:57 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[pipeline]]></category>
		<category><![CDATA[workflow]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=396</guid>
		<description><![CDATA[openPipeline is an open source framework for managing animation production data and workflow. Its first implementation is a MEL-based plug-in for Autodesk Maya that handles specific aspects of production: automatic directory structures, file naming conventions, revision control, and modularity that makes multi-artist workflows possible. Home Page: http://kickstand.tv/openpipeline/openpipeline-information/Project Page: http://sourceforge.net/projects/openpipelineLanguage: MELPlatform: Linux, Windows, OS XLicense: Common [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://kickstand.tv/openpipeline/openpipeline-information/'>http://kickstand.tv/openpipeline/openpipeline-information/</a><br/><strong>Project Page</strong>: <a href='http://sourceforge.net/projects/openpipeline'>http://sourceforge.net/projects/openpipeline</a><br/><strong>Language</strong>: MEL<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a href="http://sourceforge.net/softwaremap/trove_list.php?form_cat=307">Common Public License 1.0</a><br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">openPipeline is an open source framework for managing animation production data and workflow. Its first implementation is a MEL-based plug-in for Autodesk Maya that handles specific aspects of production: automatic directory structures, file naming conventions, revision control, and modularity that makes multi-artist workflows possible.</p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://kickstand.tv/openpipeline/openpipeline-information/'>http://kickstand.tv/openpipeline/openpipeline-information/</a><br/><strong>Project Page</strong>: <a href='http://sourceforge.net/projects/openpipeline'>http://sourceforge.net/projects/openpipeline</a><br/><strong>Language</strong>: MEL<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a href="http://sourceforge.net/softwaremap/trove_list.php?form_cat=307">Common Public License 1.0</a><br/></p>]]></content:encoded>
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		<title>Earth</title>
		<link>http://opensourcevfx.org/2010/01/earth/</link>
		<comments>http://opensourcevfx.org/2010/01/earth/#comments</comments>
		<pubDate>Thu, 14 Jan 2010 17:18:27 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[database]]></category>
		<category><![CDATA[pipeline]]></category>
		<category><![CDATA[ruby]]></category>
		<category><![CDATA[storage management]]></category>
		<category><![CDATA[web UI]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=392</guid>
		<description><![CDATA[Earth allows you to find files across a large network of machines and track disk usage in real time. It consists of a daemon that indexes filesystems in real time and reports all the changes back to a central database. This can then be queried through a simple, yet powerful, web interface. Think of it [...]
<p class='projectfields'><strong>Project Page</strong>: <a href='http://open.rsp.com.au/projects/earth'>http://open.rsp.com.au/projects/earth</a><br/><strong>Language</strong>: Ruby<br/><strong>Platform</strong>: Linux, Windows, OS X, etc<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/gpl-license.php">The GNU General Public License (GPL) version 2</a><br/><strong>Sponsor</strong>: Rising Sun Pictures<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Earth allows you to find files across a large network of machines and track disk usage in real time. It consists of a daemon that indexes filesystems in real time and reports all the changes back to a central database. This can then be queried through a simple, yet powerful, web interface. Think of it like Spotlight or Beagle but operating system independent with a central database for multiple machines with a web application that allows novel ways of exploring your data.</p>
<p style="text-align: justify;">Earth is initially focused on managing the explosion of data that occurs in digital visual effects work.</p>

<p class='projectfields'><strong>Project Page</strong>: <a href='http://open.rsp.com.au/projects/earth'>http://open.rsp.com.au/projects/earth</a><br/><strong>Language</strong>: Ruby<br/><strong>Platform</strong>: Linux, Windows, OS X, etc<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/gpl-license.php">The GNU General Public License (GPL) version 2</a><br/><strong>Sponsor</strong>: Rising Sun Pictures<br/></p>]]></content:encoded>
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		<title>DrQueue</title>
		<link>http://opensourcevfx.org/2010/01/drqueue/</link>
		<comments>http://opensourcevfx.org/2010/01/drqueue/#comments</comments>
		<pubDate>Sun, 10 Jan 2010 22:39:34 +0000</pubDate>
		<dc:creator>jeppewalther</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[pipeline]]></category>
		<category><![CDATA[render queue]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=352</guid>
		<description><![CDATA[DrQueue started as an application to provide distributed render queueing and management services for rendering animations. The generic service DrQueue provides allows the distribution, monitoring and management of tasks across a network of computing nodes. A queue of jobs composing of a number of tasks are spread over the computing nodes and processed in parallel. [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.drqueue.org'>http://www.drqueue.org</a><br/><strong>Project Page</strong>: <a href='https://ssl.drqueue.org/project'>https://ssl.drqueue.org/project</a><br/><strong>Language</strong>: c++<br/><strong>Platform</strong>: Linux, Mac OSX, Irix, FreeBSD and Windows<br/><strong>License</strong>: ﻿GNU GPL Version 3<br/></p>]]></description>
			<content:encoded><![CDATA[<p>DrQueue started as an application to provide distributed render queueing and management services for rendering animations.</p>
<p>The generic service DrQueue provides allows the distribution, monitoring and management of tasks across a network of computing nodes. A queue of jobs composing of a number of tasks are spread over the computing nodes and processed in parallel.<span id="more-352"></span></p>
<p>DrQueue started as an application to provide distributed render queueing and management services for rendering animations.<br />
The generic service DrQueue provides allows the distribution, monitoring and management of tasks across a network of computing nodes. A queue of jobs composing of a number of tasks are spread over the computing nodes and processed in parallel.</p>
<p><strong>Supported Renderers and Batch Processors</strong></p>
<p>So far DrQueue supports 3Delight, 3DSMax, After Effects, Aqsis, Blender, BMRT, Cinema 4D, Lightwave, Luxrender, Mantra, Maya, Mental Ray, Nuke, Pixie, Shake, Terragen, Turtle, V-Ray and XSI.</p>
<p><a href="https://ssl.drqueue.org/project/wiki/PythonBindingsHowto">Python bindings</a></p>
<p><a href="https://ssl.drqueue.org/project/wiki/RubyBindingsHowto">Ruby bindings</a></p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.drqueue.org'>http://www.drqueue.org</a><br/><strong>Project Page</strong>: <a href='https://ssl.drqueue.org/project'>https://ssl.drqueue.org/project</a><br/><strong>Language</strong>: c++<br/><strong>Platform</strong>: Linux, Mac OSX, Irix, FreeBSD and Windows<br/><strong>License</strong>: ﻿GNU GPL Version 3<br/></p>]]></content:encoded>
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		<item>
		<title>Cinepaint</title>
		<link>http://opensourcevfx.org/2010/01/cinepaint/</link>
		<comments>http://opensourcevfx.org/2010/01/cinepaint/#comments</comments>
		<pubDate>Sun, 10 Jan 2010 22:09:00 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[image-editing]]></category>
		<category><![CDATA[image-processing]]></category>
		<category><![CDATA[paint]]></category>
		<category><![CDATA[playback]]></category>
		<category><![CDATA[plugin]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=379</guid>
		<description><![CDATA[CinePaint is a deep paint image retouching tool that supports higher color fidelity than ordinary painting tools available for Linux, FreeBSD, Mac OS X and Windows. Support for 8-bit, 16-bit and 32-bit color channels of deep paint. High fidelity image file types such as DPX, OpenEXR and 16-bit TIFF. High Dynamic Range. Onion-skinning. Flipbook. Movie [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.cinepaint.org/'>http://www.cinepaint.org/</a><br/><strong>Project Page</strong>: <a href='http://sourceforge.net/projects/cinepaint/'>http://sourceforge.net/projects/cinepaint/</a><br/><strong>Language</strong>: C<br/><strong>Platform</strong>: Linux, Windows, OS X, BSD<br/><strong>License</strong>: <a href="http://sourceforge.net/softwaremap/trove_list.php?form_cat=15">GNU  General Public License (GPL)</a><br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">CinePaint is a deep paint image retouching tool that supports higher color fidelity than ordinary painting tools available for Linux, FreeBSD, Mac OS X and Windows.</p>
<p style="text-align: justify;">
<ul>
<li style="text-align: justify;">Support for 8-bit, 16-bit and 32-bit color channels of deep           paint.</li>
<li style="text-align: justify;">High fidelity image file types such as DPX, OpenEXR  and 16-bit           TIFF.</li>
<li style="text-align: justify;">High Dynamic Range.</li>
<li style="text-align: justify;">Onion-skinning.</li>
<li style="text-align: justify;">Flipbook. Movie playback of short sequences of images  in           RAM.</li>
<li style="text-align: justify;">Color Management System. CinePaint uses LittleCMS.</li>
<li style="text-align: justify;">Gallery-quality printing. B&amp;W photographs have  only one           color channel and degrade quickly when manipulated as 8-bit  images.           CinePaint has higher fidelity and offers a 16-bit printing  path           to the print-head using GutenPrint.</li>
</ul>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.cinepaint.org/'>http://www.cinepaint.org/</a><br/><strong>Project Page</strong>: <a href='http://sourceforge.net/projects/cinepaint/'>http://sourceforge.net/projects/cinepaint/</a><br/><strong>Language</strong>: C<br/><strong>Platform</strong>: Linux, Windows, OS X, BSD<br/><strong>License</strong>: <a href="http://sourceforge.net/softwaremap/trove_list.php?form_cat=15">GNU  General Public License (GPL)</a><br/></p>]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Processing</title>
		<link>http://opensourcevfx.org/2010/01/processing/</link>
		<comments>http://opensourcevfx.org/2010/01/processing/#comments</comments>
		<pubDate>Sun, 10 Jan 2010 21:25:17 +0000</pubDate>
		<dc:creator>jeppewalther</dc:creator>
				<category><![CDATA[Projects]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=370</guid>
		<description><![CDATA[Processing is an open source programming language and environment for people who want to program images, animation, and interactions. It is used by students, artists, designers, researchers, and hobbyists for learning, prototyping, and production. It is created to teach fundamentals of computer programming within a visual context and to serve as a software sketchbook and [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://processing.org/'>http://processing.org/</a><br/><strong>Project Page</strong>: <a href='http://dev.processing.org/'>http://dev.processing.org/</a><br/><strong>Language</strong>: processing, java<br/><strong>Platform</strong>: Linux, OSX, Windows<br/><strong>License</strong>: <a href="http://processing.org/faq.html#opensource">GPL, LGPL</a><br/></p>]]></description>
			<content:encoded><![CDATA[<p>Processing is an open source programming language and environment for people who want to program images, animation, and interactions. It is used by students, artists, designers, researchers, and hobbyists for learning, prototyping, and production. It is created to teach fundamentals of computer programming within a visual context and to serve as a software sketchbook and professional production tool. Processing can be used as a JAVA libray <a href="http://processing.org/learning/tutorials/eclipse/">Eclipse guide</a>, <a href="http://processing.org/discourse/yabb2/YaBB.pl?num=1191468953">Netbeans guide</a></p>
<p>Processing is also used in VFX <a href="http://www.aiga.org/content.cfm/the-amazing-visual-language-of-processing">read more</a></p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://processing.org/'>http://processing.org/</a><br/><strong>Project Page</strong>: <a href='http://dev.processing.org/'>http://dev.processing.org/</a><br/><strong>Language</strong>: processing, java<br/><strong>Platform</strong>: Linux, OSX, Windows<br/><strong>License</strong>: <a href="http://processing.org/faq.html#opensource">GPL, LGPL</a><br/></p>]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Aqsis Renderer</title>
		<link>http://opensourcevfx.org/2010/01/aqsis/</link>
		<comments>http://opensourcevfx.org/2010/01/aqsis/#comments</comments>
		<pubDate>Sat, 09 Jan 2010 21:55:31 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[renderman]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=358</guid>
		<description><![CDATA[Aqsis is a cross-platform photorealistic 3D rendering solution, adhering to the RenderMan interface standard defined by Pixar Animation Studios. Focusing on stability and production usage, features include constructive solid geometry, depth-of-field, extensible shading engine (DSOs), instancing, level-of-detail, motion blur, NURBS, procedural plugins, programmable shading, subdivision surfaces, subpixel displacements and more. The Aqsis tools provide a [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.aqsis.org/'>http://www.aqsis.org/</a><br/><strong>Project Page</strong>: <a href='http://sourceforge.net/projects/aqsis/'>http://sourceforge.net/projects/aqsis/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a href="http://sourceforge.net/softwaremap/trove_list.php?form_cat=15">GNU  General Public License (GPL)</a><br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Aqsis is a cross-platform photorealistic 3D rendering solution, adhering to the RenderMan interface standard defined by Pixar Animation Studios.<br />
Focusing on stability and production usage, features include constructive solid geometry, depth-of-field, extensible shading engine (DSOs), instancing, level-of-detail, motion blur, NURBS, procedural plugins, programmable shading, subdivision surfaces, subpixel displacements and more.<span id="more-358"></span></p>
<p style="text-align: justify;">The Aqsis tools provide a comprehensive list of features that are considered necessary for production use, the following list details some of the important high level capabilities.</p>
<ul>
<li> Programmable Shading</li>
<li>High Level Primitive Support</li>
<li>Sub-Pixel Displacement</li>
<li>Motion Blur (MB)</li>
<li>Depth of Field (DoF)</li>
<li>Shadow Mapped Ambient Occlusion</li>
<li>Arbitrary Output Variables (AOV)</li>
<li>Subdivision Surfaces (SDS)</li>
<li>High quality texture mapping</li>
<li>Level of Detail (LOD)</li>
<li>High Dynamic Range (HDR) Output</li>
<li>Extensible through plugins (DSO/Procedurals)</li>
</ul>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.aqsis.org/'>http://www.aqsis.org/</a><br/><strong>Project Page</strong>: <a href='http://sourceforge.net/projects/aqsis/'>http://sourceforge.net/projects/aqsis/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a href="http://sourceforge.net/softwaremap/trove_list.php?form_cat=15">GNU  General Public License (GPL)</a><br/></p>]]></content:encoded>
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		</item>
		<item>
		<title>tracksperanto</title>
		<link>http://opensourcevfx.org/2010/01/tracksperanto/</link>
		<comments>http://opensourcevfx.org/2010/01/tracksperanto/#comments</comments>
		<pubDate>Thu, 07 Jan 2010 10:19:15 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[ruby]]></category>
		<category><![CDATA[tracking]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=217</guid>
		<description><![CDATA[Camera tracking needs precise, hand-tailored 2D tracks. The promise of automatic 2D tracking is grand, but often fails expectations — mainly because auto-tracking algorithms cannot reliably link points which disappear or get obscured. For many shots 2D tracking by hand is a better option (it also allows you to speed up the solve by using [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://guerilla-di.org/tracksperanto/'>http://guerilla-di.org/tracksperanto/</a><br/><strong>Project Page</strong>: <a href='http://github.com/guerilla-di/tracksperanto'>http://github.com/guerilla-di/tracksperanto</a><br/><strong>Language</strong>: pure ruby (no compilation required)<br/><strong>Platform</strong>: Windows, OSX, Linux<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/mit-license.php" target="_blank">MIT</a><br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Camera tracking needs precise, hand-tailored 2D tracks. The promise  of automatic 2D tracking is grand, but often fails expectations — mainly  because auto-tracking algorithms cannot reliably link points which  disappear or get obscured. For many shots 2D tracking by hand is a  better option (it also allows you to speed up the solve by using less  features). However, the solve also depends of the algorithm and it’s  always beneficial to try the solve in all the matchmoving software  available. Solving with the same features also gives a good comparison  between different camera solving engines.</p>
<p style="text-align: justify;">Tracksperanto allows you to track <strong>once</strong> in a program  of your choice and then export the resulting features to all suppoorted  3D solving apps. Once there, it’s a 15 minute job to configure the  camera and see if the solve comes out well or not. This method tends to  yield very good results since you track at least one of the many 3D  solvers on the market will give a correct computation.<span id="more-217"></span></p>
<p style="text-align: justify;">Tracksperanto assists in translating 2D tracks between many formats  so that you can move your 2D tracks from one application into all of the  others, and the translation is multidirectional &#8211; most of the formats  are supported both for reading and writing.</p>
<h3 id="format_support">Format support</h3>
<p>The following formats are supported, <strong>both for reading and  writing</strong>:</p>
<ul>
<li><a href="http://www.thefoundry.co.uk/pkg_overview.aspx?ui=CBC2593A-2C9F-4EF9-84BE-C198B0171453">Nuke</a> scripts</li>
<li><a href="http://en.wikipedia.org/wiki/Shake">Shake</a> tracker  export (many trackers in one file), also supported by <a href="http://www.2d3.com/product/?v=1">2d3d Boujou</a></li>
<li><a href="http://www.ssontech.com/">SynthEyes</a> tracker export</li>
<li><a href="http://www.thepixelfarm.co.uk/">PFTrack</a> .2dt tracker  (both for PFTrack 4 and 5)</li>
<li>MatchMover Pro .rz2 files</li>
<li><a href="http://www.sci-d-vis.com/">3DEqualizer</a> V4 and V3 curve  exports</li>
<li>MayaLive exports</li>
</ul>
<p>The following formats are supported for <strong>reading only</strong></p>
<ul>
<li>Flame/Smoke .stabilizer file <strong>(also exported by Combustion)</strong></li>
<li>Shake script file</li>
</ul>
<p style="text-align: justify;">For all formats that record the tracker correlation (how <em>sure</em> the algorithm was about the precision of this particular keyframe) the  correlation data gets translated as well</p>
<h3 id="intermediate_processing">Intermediate processing</h3>
<p style="text-align: justify;">Tracksperanto can assist in transforming the tracks in various ways,  namely</p>
<ul style="text-align: justify;">
<li>Slip all the tracked keyframes a number of frames forwards or  backwards</li>
<li>Scale your tracks proportionally or non proportionally, or to a  specific pixel size (track on proxies, apply to 2K! – or the other way  around)</li>
<li>Prefix tracker names</li>
<li style="text-align: justify;">and some more…</li>
</ul>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://guerilla-di.org/tracksperanto/'>http://guerilla-di.org/tracksperanto/</a><br/><strong>Project Page</strong>: <a href='http://github.com/guerilla-di/tracksperanto'>http://github.com/guerilla-di/tracksperanto</a><br/><strong>Language</strong>: pure ruby (no compilation required)<br/><strong>Platform</strong>: Windows, OSX, Linux<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/mit-license.php" target="_blank">MIT</a><br/></p>]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>PyMEL</title>
		<link>http://opensourcevfx.org/2010/01/pymel/</link>
		<comments>http://opensourcevfx.org/2010/01/pymel/#comments</comments>
		<pubDate>Thu, 07 Jan 2010 06:52:05 +0000</pubDate>
		<dc:creator>jeppewalther</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[python]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=231</guid>
		<description><![CDATA[PyMEL makes python scripting in Maya work the way it should.  Maya&#8217;s command module is a direct translation of MEL commands into python functions. The result is awkward and &#8220;unpythonic&#8221; code which does not take advantage of python&#8217;s flexible, object-oriented design.  The python-wrapped C++ API is powerful and object-oriented, but it&#8217;s too cryptic and verbose [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://code.google.com/p/pymel/'>http://code.google.com/p/pymel/</a><br/><strong>Language</strong>: python<br/><strong>Platform</strong>: windows, osx, linux<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/bsd-license.php">New BSD License</a><br/><strong>Sponsor</strong>: Luma Pictures<br/></p>]]></description>
			<content:encoded><![CDATA[<p>PyMEL makes python scripting in Maya work the way it should.  Maya&#8217;s command module is a direct translation of MEL commands into python functions. The result is awkward and &#8220;unpythonic&#8221; code which does not take advantage of python&#8217;s flexible, object-oriented design.  The python-wrapped C++ API is powerful and object-oriented, but it&#8217;s too cryptic and verbose for everyday tasks. Using these modules as building blocks, PyMEL forges a new object-oriented API that&#8217;s as powerful and easy to use as python is.</p>
<p><strong>Project Goals</strong></p>
<div id="_mcePaste">
<ul>
<li>Create an open-source python module for Maya that is intuitive to MEL users and python users alike</li>
<li>Fix bugs and design limitations in Maya&#8217;s python modues, maya.cmds and maya.mel</li>
<li>Keep code concise and readable</li>
<li>Add organization through class hierarchy and sub-modules</li>
<li>Provide documentation accessible via html and the builtin help() function</li>
<li>Make it &#8220;just work&#8221;</li>
</ul>
</div>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://code.google.com/p/pymel/'>http://code.google.com/p/pymel/</a><br/><strong>Language</strong>: python<br/><strong>Platform</strong>: windows, osx, linux<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/bsd-license.php">New BSD License</a><br/><strong>Sponsor</strong>: Luma Pictures<br/></p>]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>RmanConnect</title>
		<link>http://opensourcevfx.org/2010/01/rmanconnect/</link>
		<comments>http://opensourcevfx.org/2010/01/rmanconnect/#comments</comments>
		<pubDate>Thu, 07 Jan 2010 06:09:54 +0000</pubDate>
		<dc:creator>Larry Gritz</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[compositing]]></category>
		<category><![CDATA[nuke]]></category>
		<category><![CDATA[plugin]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[renderman]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=274</guid>
		<description><![CDATA[A RenderMan Interface-compatible display driver and Nuke plugin for direct rendering into the Nuke interface.  RmanConnect is based on a simple Client/Server model, suitable for rendering to/from a variety of applications. The TCP/IP interface code is handled using the Boost.Asio library. The display driver will theoretically build using any RenderMan-compatible renderer but the included CMake [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://danbethell.github.com/rmanconnect/'>http://danbethell.github.com/rmanconnect/</a><br/><strong>Project Page</strong>: <a href='http://github.com/danbethell/rmanconnect'>http://github.com/danbethell/rmanconnect</a><br/><strong>License</strong>: New BSD<br/></p>]]></description>
			<content:encoded><![CDATA[<p>A RenderMan Interface-compatible display driver and Nuke plugin for direct rendering into the Nuke interface.  RmanConnect is based on a simple Client/Server model, suitable for rendering to/from a variety of applications. The TCP/IP interface code is handled using the Boost.Asio library. The display driver will theoretically build using any RenderMan-compatible renderer but the included CMake build script assumes you have 3Delight installed.</p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://danbethell.github.com/rmanconnect/'>http://danbethell.github.com/rmanconnect/</a><br/><strong>Project Page</strong>: <a href='http://github.com/danbethell/rmanconnect'>http://github.com/danbethell/rmanconnect</a><br/><strong>License</strong>: New BSD<br/></p>]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Blender</title>
		<link>http://opensourcevfx.org/2010/01/blender/</link>
		<comments>http://opensourcevfx.org/2010/01/blender/#comments</comments>
		<pubDate>Thu, 07 Jan 2010 04:33:56 +0000</pubDate>
		<dc:creator>Rob Bredow</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[file format]]></category>
		<category><![CDATA[geometry]]></category>
		<category><![CDATA[image-processing]]></category>
		<category><![CDATA[modeling]]></category>
		<category><![CDATA[particles]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[rigging]]></category>
		<category><![CDATA[simulation]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=263</guid>
		<description><![CDATA[Blender is an integrated application that enables the creation of a broad range of 2D and 3D content.  Blender provides a broad spectrum of modeling, texturing, lighting, animation and video post-processing functionality in one package.  Through its open architecture, Blender provides cross-platform interoperability, extensibility, a small footprint, and a tightly integrated workflow. Aimed world-wide at [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.blender.org/'>http://www.blender.org/</a><br/><strong>Project Page</strong>: <a href='http://www.blender.org/development/'>http://www.blender.org/development/</a><br/><strong>Language</strong>: C, Python<br/><strong>Platform</strong>: Windows, Mac OS X, Linux, FreeBSD 5.4 (i386), Sun Solaris 2.8 (sparc)<br/><strong>License</strong>: GNU GPL<br/></p>]]></description>
			<content:encoded><![CDATA[<p>Blender is an integrated application that enables the creation of a broad range of 2D and 3D content.  Blender provides a broad spectrum of modeling, texturing, lighting, animation and video post-processing functionality in one package.  Through its open architecture, Blender provides cross-platform interoperability, extensibility, a small footprint, and a tightly integrated workflow.</p>
<p>Aimed world-wide at media professionals and artists, Blender can be used to create 3D visualizations, stills as well as broadcast and cinema quality videos, while the incorporation of a real-time 3D engine allows for the creation of 3D interactive content for stand-alone playback.</p>
<p>Originally developed by the company &#8216;Not a Number&#8217; (NaN), Blender now is continued as &#8216;Free Software&#8217;, with the source code available under the GNU GPL license. It now continues development by the Blender Foundation in the Netherlands.</p>
<p><span id="more-263"></span></p>
<p>Key Features include:</p>
<ul>
<li>Fully integrated creation suite, offering a broad range of essential tools for the creation of 3D content, including modeling, uv-mapping, texturing, rigging, skinning, animation, particle and other simulation, scripting, rendering, compositing, post-production, and game creation</li>
<li>High quality 3D architecture enabling fast and efficient creation work-flow</li>
<li>User community support by forums for questions, answers, and critique at <a title="http://BlenderArtists.org" rel="nofollow" href="http://blenderartists.org/">http://BlenderArtists.org</a> and news services at <a title="http://BlenderNation.com" rel="nofollow" href="http://blendernation.com/">http://BlenderNation.com</a></li>
<li>Small executable size, easy distribution</li>
</ul>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.blender.org/'>http://www.blender.org/</a><br/><strong>Project Page</strong>: <a href='http://www.blender.org/development/'>http://www.blender.org/development/</a><br/><strong>Language</strong>: C, Python<br/><strong>Platform</strong>: Windows, Mac OS X, Linux, FreeBSD 5.4 (i386), Sun Solaris 2.8 (sparc)<br/><strong>License</strong>: GNU GPL<br/></p>]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>GIMP</title>
		<link>http://opensourcevfx.org/2010/01/gimp/</link>
		<comments>http://opensourcevfx.org/2010/01/gimp/#comments</comments>
		<pubDate>Thu, 07 Jan 2010 04:16:28 +0000</pubDate>
		<dc:creator>Rob Bredow</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[file format]]></category>
		<category><![CDATA[image-processing]]></category>
		<category><![CDATA[paint]]></category>
		<category><![CDATA[script-fu]]></category>
		<category><![CDATA[texture]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=255</guid>
		<description><![CDATA[GIMP is a versatile and full-featured image processing and paint package.  Through it&#8217;s scripting interface it can also provide online batch processing systems, a mass production image renderer or function as an image format converter. GIMP is expandable and extensible. It is designed to be augmented with plug-ins and extensions. Key features include: Full suite [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.gimp.org/'>http://www.gimp.org/</a><br/><strong>Project Page</strong>: <a href='http://developer.gimp.org/'>http://developer.gimp.org/</a><br/><strong>Language</strong>: C<br/><strong>Platform</strong>: Windows, Linux, OSX<br/><strong>License</strong>: GPL<br/></p>]]></description>
			<content:encoded><![CDATA[<p>GIMP is a versatile and full-featured image processing and paint package.  Through it&#8217;s scripting interface it can also provide online batch processing systems, a mass production image    renderer or function as an image format converter.</p>
<p>GIMP is expandable and extensible. It is designed to be    augmented with plug-ins and extensions.</p>
<p><span id="more-255"></span></p>
<p>Key features include:</p>
<ul>
<li>Full suite of painting tools including Brush, Pencil, Airbrush, Clone, etc.</li>
<li>Sub-pixel sampling for all paint tools for high quality anti-aliasing</li>
<li>Extremely powerful gradient editor and blend tool</li>
<li>Supports custom brushes and patterns</li>
<li>Tile based memory management so image size is limited only by available disk space</li>
<li>Layers and channels</li>
<li>Multiple Undo/Redo (limited only by diskspace)</li>
<li>Editable text layers</li>
<li>File formats supported include bmp, gif, jpeg, mng, pcx, pdf, png, ps, psd, svg, tiff, tga, xpm, and many others</li>
<li>SVG path import/export</li>
</ul>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.gimp.org/'>http://www.gimp.org/</a><br/><strong>Project Page</strong>: <a href='http://developer.gimp.org/'>http://developer.gimp.org/</a><br/><strong>Language</strong>: C<br/><strong>Platform</strong>: Windows, Linux, OSX<br/><strong>License</strong>: GPL<br/></p>]]></content:encoded>
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		</item>
		<item>
		<title>Imagemagick</title>
		<link>http://opensourcevfx.org/2010/01/imagemagick/</link>
		<comments>http://opensourcevfx.org/2010/01/imagemagick/#comments</comments>
		<pubDate>Wed, 06 Jan 2010 16:46:42 +0000</pubDate>
		<dc:creator>Rob Bredow</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[compositing]]></category>
		<category><![CDATA[file format]]></category>
		<category><![CDATA[image-processing]]></category>
		<category><![CDATA[openCL]]></category>
		<category><![CDATA[Perl]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=208</guid>
		<description><![CDATA[ImageMagick is a software suite to create, edit, and compose bitmap images. It can read, convert and write images in a variety of formats (over 100) including DPX, EXR, GIF, JPEG, JPEG-2000, PDF, PhotoCD, PNG, Postscript, SVG, and TIFF.  Use ImageMagick to translate, flip, mirror, rotate, scale, shear and transform images, adjust image colors, apply [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.imagemagick.org/'>http://www.imagemagick.org/</a><br/><strong>Language</strong>: C with API's provided for C++ and Perl<br/><strong>Platform</strong>: Windows, Linux, OSX<br/><strong>License</strong>: <a href="http://www.imagemagick.org/script/license.php">Custom open source license</a> that requires attribution.  Free for commercial use.  <a href="http://www.fsf.org/licensing/licenses/">GPL</a> compatible.<br/></p>]]></description>
			<content:encoded><![CDATA[<p>ImageMagick is a software suite to create, edit, and compose bitmap images.  It can read, convert and write images in a variety of <a href="http://www.imagemagick.org/script/formats.php?ImageMagick=hak0uc2po6869cejidug37oje2">formats</a> (over 100) including DPX, EXR, GIF, JPEG, JPEG-2000, PDF, PhotoCD, PNG, Postscript, SVG, and TIFF.  Use ImageMagick to translate, flip, mirror, rotate, scale, shear and transform images, adjust image colors, apply various special effects, or draw text, lines, polygons, ellipses and Bézier curves.</p>
<p><span id="more-208"></span></p>
<p>Imagemagick provides a rich feature set including:</p>
<ul>
<li><a href="http://www.imagemagick.org/script/convert.php">Format conversion</a>: convert an image from one <a href="http://www.imagemagick.org/script/formats.php">format </a> to another (e.g. PNG to JPEG).</li>
<li>Transform: resize, rotate, crop, flip or trim an image.</li>
<li>Transparency: render portions of an image invisible.</li>
<li>Draw: add shapes or text to an image.</li>
<li>Decorate: add a border or frame to an image.</li>
<li>Special effects: blur, sharpen, threshold, or tint an image.</li>
<li>Animation: create a GIF animation sequence from a group of images.</li>
<li>Text &amp; comments: insert descriptive or artistic text in an image.</li>
<li><a href="http://www.imagemagick.org/script/identify.php">Image identification</a>: describe the format and properties of an image.</li>
<li><a href="http://www.imagemagick.org/script/composite.php">Composite</a>: overlap one image over another.</li>
<li><a href="http://www.imagemagick.org/script/montage.php">Montage</a>: juxtapose image thumbnails on an image canvas.</li>
<li><a href="http://www.imagemagick.org/script/motion-picture.php">Motion picture support</a>: read and write the common image formats used in digital film work.</li>
<li><a href="http://www.imagemagick.org/script/fx.php">Image calculator</a>: apply a mathematical expression to an image or image channels.</li>
<li><a href="http://www.imagemagick.org/Usage/fourier">Discrete Fourier transform</a>: implements the forward and inverse DFT.</li>
<li><a href="http://www.imagemagick.org/script/high-dynamic-range.php">High dynamic-range images</a>: accurately represent the wide range of intensity levels found in real scenes ranging from the brightest direct sunlight to the deepest darkest shadows.</li>
<li><a href="http://www.imagemagick.org/script/cipher.php">Encipher or decipher an image</a>: convert ordinary images into unintelligible gibberish and back again.</li>
<li>Virtual pixel support: convenient access to pixels outside the image region.</li>
<li>Large image support: read, process, or write mega-, giga-, or tera-pixel image sizes.</li>
<li><a href="http://www.imagemagick.org/script/architecture.php#threads">Threads of execution support</a>: ImageMagick is thread safe and most internal algorithms are OpenMP-enabled to take advantage of speed-ups offered by the dual and quad-core processor technologies.</li>
<li><a href="http://www.imagemagick.org/script/architecture.php#distributed">Heterogeneous distributed processing</a>: certain algorithms are OpenCL-enabled to take advantage of speed-ups offered by executing in concert across heterogeneous platforms consisting of CPUs, GPUs, and other processors.</li>
</ul>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.imagemagick.org/'>http://www.imagemagick.org/</a><br/><strong>Language</strong>: C with API's provided for C++ and Perl<br/><strong>Platform</strong>: Windows, Linux, OSX<br/><strong>License</strong>: <a href="http://www.imagemagick.org/script/license.php">Custom open source license</a> that requires attribution.  Free for commercial use.  <a href="http://www.fsf.org/licensing/licenses/">GPL</a> compatible.<br/></p>]]></content:encoded>
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		<item>
		<title>PyODE</title>
		<link>http://opensourcevfx.org/2010/01/pyode/</link>
		<comments>http://opensourcevfx.org/2010/01/pyode/#comments</comments>
		<pubDate>Wed, 06 Jan 2010 16:15:41 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[dynamics]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[python]]></category>
		<category><![CDATA[simulation]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=206</guid>
		<description><![CDATA[PyODE is a set of open-source Python bindings for The Open Dynamics Engine, an open-source physics engine. PyODE also includes an XODE parser. PyODE does not wrap ODE&#8217;s API directly but changes it slightly to give a more Pythonic feel. Home Page: http://pyode.sourceforge.net/Project Page: http://sourceforge.net/projects/pyode/Language: C++Platform: Windows, Linux, OSXLicense: GNU Lesser General Public License or [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://pyode.sourceforge.net/'>http://pyode.sourceforge.net/</a><br/><strong>Project Page</strong>: <a href='http://sourceforge.net/projects/pyode/'>http://sourceforge.net/projects/pyode/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Windows, Linux, OSX<br/><strong>License</strong>: <a href="http://pyode.sourceforge.net/gnu.txt">GNU Lesser General Public License</a> or <a href="http://pyode.sourceforge.net/bsd.txt">BSD-style</a> license.<br/></p>]]></description>
			<content:encoded><![CDATA[<p>PyODE is a set of open-source Python bindings for     <a href="http://ode.org/">The Open Dynamics Engine</a>, an     open-source physics engine. PyODE also includes an     <a href="http://tanksoftware.com/xode/">XODE</a> parser. PyODE does not wrap ODE&#8217;s API directly but changes it slightly to give a     more <em>Pythonic</em> feel.</p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://pyode.sourceforge.net/'>http://pyode.sourceforge.net/</a><br/><strong>Project Page</strong>: <a href='http://sourceforge.net/projects/pyode/'>http://sourceforge.net/projects/pyode/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Windows, Linux, OSX<br/><strong>License</strong>: <a href="http://pyode.sourceforge.net/gnu.txt">GNU Lesser General Public License</a> or <a href="http://pyode.sourceforge.net/bsd.txt">BSD-style</a> license.<br/></p>]]></content:encoded>
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		</item>
		<item>
		<title>Houdini Ocean Toolkit</title>
		<link>http://opensourcevfx.org/2010/01/houdini-ocean-toolkit/</link>
		<comments>http://opensourcevfx.org/2010/01/houdini-ocean-toolkit/#comments</comments>
		<pubDate>Wed, 06 Jan 2010 11:08:53 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[houdini]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[simulation]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=202</guid>
		<description><![CDATA[The HOT is a collection of dso’s and an OTL for rendering deep ocean waves using the algorithms of Jerry Tessendorf described in the SIGGRAPH 2004 course notes. The dso’s implement a SOP for displacing geometry and VEX functions functions for use in various Houdini contexts. The OTL contains a VOP that wraps the vex [...]
<p class='projectfields'><strong>Project Page</strong>: <a href='http://code.google.com/p/houdini-ocean-toolkit/'>http://code.google.com/p/houdini-ocean-toolkit/</a><br/><strong>Language</strong>: C++, VEX<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a rel="nofollow" href="http://www.gnu.org/licenses/old-licenses/gpl-2.0.html">GNU General Public License v2</a><br/></p>]]></description>
			<content:encoded><![CDATA[<p>The HOT is a collection of dso’s and an OTL for rendering deep ocean waves using the algorithms of Jerry Tessendorf described in the <a rel="nofollow" href="http://www.finelightvisualtechnology.com/pages/coursematerials.php">SIGGRAPH 2004 course notes</a>. The dso’s implement a SOP for displacing geometry and VEX functions functions for use in various Houdini contexts. The OTL contains a VOP that wraps the vex function.</p>

<p class='projectfields'><strong>Project Page</strong>: <a href='http://code.google.com/p/houdini-ocean-toolkit/'>http://code.google.com/p/houdini-ocean-toolkit/</a><br/><strong>Language</strong>: C++, VEX<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a rel="nofollow" href="http://www.gnu.org/licenses/old-licenses/gpl-2.0.html">GNU General Public License v2</a><br/></p>]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>ANN</title>
		<link>http://opensourcevfx.org/2010/01/ann/</link>
		<comments>http://opensourcevfx.org/2010/01/ann/#comments</comments>
		<pubDate>Wed, 06 Jan 2010 10:54:15 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[dynamics]]></category>
		<category><![CDATA[geometry]]></category>
		<category><![CDATA[pointClouds]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=199</guid>
		<description><![CDATA[ANN &#8211; Approximate Nearest Neighbor Searching &#8211; is a library written in C++, which supports data structures and algorithms for both exact and approximate nearest neighbor searching in arbitrarily high dimensions. In the nearest neighbor problem a set of data points in d-dimensional space is given. These points are preprocessed into a data structure, so [...]
<p class='projectfields'><strong>Project Page</strong>: <a href='http://www.cs.umd.edu/~mount/ANN/'>http://www.cs.umd.edu/~mount/ANN/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a href="http://www.gnu.org/copyleft/lesser.html">LGPL</a><br/></p>]]></description>
			<content:encoded><![CDATA[<p>ANN &#8211; <strong>Approximate Nearest Neighbor Searching</strong> &#8211; is a library written in C++, which supports data structures and algorithms for both exact and approximate nearest neighbor searching in arbitrarily high dimensions.</p>
<p>In the nearest neighbor problem a set of data points in d-dimensional space is given. These points are preprocessed into a data structure, so that given any query point q, the nearest or generally k nearest points of P to q can be reported efficiently. The distance between two points can be defined in many ways. ANN assumes that distances are measured using any class of distance functions called Minkowski metrics. These include the well known Euclidean distance, Manhattan distance, and max distance.<span id="more-199"></span></p>
<p>Based on our own experience, ANN performs quite efficiently for point sets ranging in size from thousands to hundreds of thousands, and in dimensions as high as 20.<br />
(For applications in significantly higher dimensions, the results are rather spotty, but you might try it anyway.)</p>
<p>The library implements a number of different data structures, based on kd-trees and box-decomposition trees, and employs a couple of different search strategies.</p>
<p>The library also comes with test programs for measuring the quality of performance of ANN on any particular data sets, as well as programs for visualizing the structure of the geometric data structures.</p>

<p class='projectfields'><strong>Project Page</strong>: <a href='http://www.cs.umd.edu/~mount/ANN/'>http://www.cs.umd.edu/~mount/ANN/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a href="http://www.gnu.org/copyleft/lesser.html">LGPL</a><br/></p>]]></content:encoded>
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		<item>
		<title>GTS</title>
		<link>http://opensourcevfx.org/2010/01/gts/</link>
		<comments>http://opensourcevfx.org/2010/01/gts/#comments</comments>
		<pubDate>Wed, 06 Jan 2010 10:42:30 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[dynamics]]></category>
		<category><![CDATA[geometry]]></category>
		<category><![CDATA[math]]></category>
		<category><![CDATA[modeling]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=193</guid>
		<description><![CDATA[GTS stands for the GNU Triangulated Surface Library. It is an Open Source Free Software Library intended to provide a set of useful functions to deal with 3D surfaces meshed with interconnected triangles. The code is written entirely in C with an object-oriented approach based mostly on the design of GTK+. Careful attention is paid [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://gts.sourceforge.net/'>http://gts.sourceforge.net/</a><br/><strong>Project Page</strong>: <a href='http://sourceforge.net/projects/gts/'>http://sourceforge.net/projects/gts/</a><br/><strong>Language</strong>: C<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/lgpl-license.php">LGPL</a><br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;"><strong>GTS</strong> stands for the <strong>GNU Triangulated Surface Library</strong>. It is an Open Source Free Software Library intended to provide a set of useful functions to deal with 3D surfaces meshed with interconnected triangles.</p>
<p>The code is written entirely in C with an object-oriented approach based mostly on the design of GTK+. Careful attention is paid to performance related issues as the initial goal of GTS is to provide a simple and efficient library to scientists dealing with 3D computational surface meshes.<span id="more-193"></span></p>
<p>A brief summary of its main features:</p>
<ul>
<li style="text-align: justify;">Simple object-oriented structure giving easy access to topological properties.</li>
<li style="text-align: justify;">2D dynamic Delaunay and constrained Delaunay triangulations.</li>
<li style="text-align: justify;">Robust geometric predicates (orientation, in circle) using fast adaptive floating point arithmetic (adapted from the fine work of Jonathan R. Shewchuk).</li>
<li style="text-align: justify;">Robust set operations on surfaces (union, intersection, difference).</li>
<li style="text-align: justify;">Surface refinement and coarsening (multiresolution models).</li>
<li style="text-align: justify;">Dynamic view-independent continuous level-of-detail.</li>
<li style="text-align: justify;">Preliminary support for view-dependent level-of-detail.</li>
<li style="text-align: justify;">Bounding-boxes trees and Kd-trees for efficient point location and collision/intersection detection.</li>
<li style="text-align: justify;">Graph operations: traversal, graph partitioning.</li>
<li style="text-align: justify;">Metric operations (area, volume, curvature &#8230;).</li>
<li style="text-align: justify;">Triangle strips generation for fast rendering.</li>
</ul>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://gts.sourceforge.net/'>http://gts.sourceforge.net/</a><br/><strong>Project Page</strong>: <a href='http://sourceforge.net/projects/gts/'>http://sourceforge.net/projects/gts/</a><br/><strong>Language</strong>: C<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/lgpl-license.php">LGPL</a><br/></p>]]></content:encoded>
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		<item>
		<title>Sun Grid Engine</title>
		<link>http://opensourcevfx.org/2010/01/sun-grid-engine/</link>
		<comments>http://opensourcevfx.org/2010/01/sun-grid-engine/#comments</comments>
		<pubDate>Tue, 05 Jan 2010 23:36:18 +0000</pubDate>
		<dc:creator>jeppewalther</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[python]]></category>
		<category><![CDATA[render queue]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=186</guid>
		<description><![CDATA[Grid Engine is software that facilitates &#8220;distributed resource management&#8221; (DRM). Far more than just simple load-balancing tools or batch scheduling mechanisms, DRM software typically provides the following key features across large sets of distributed resources. Policy based allocation of distributed resources (CPU time, software licenses, etc.) Batch queuing &#38; scheduling Support diverse server hardware, OS [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://gridengine.sunsource.net/'>http://gridengine.sunsource.net/</a><br/><strong>Language</strong>: C++, Python<br/><strong>Platform</strong>: Linux, Windows, OS X, Solaris<br/><strong>License</strong>: <a href="http://gridengine.sunsource.net/Gridengine_SISSL_license.html">SISSL</a><br/></p>]]></description>
			<content:encoded><![CDATA[<p>Grid Engine is software that facilitates &#8220;distributed resource management&#8221; (DRM). Far more than just simple load-balancing tools or batch scheduling mechanisms, DRM software typically provides the following key features across large sets of distributed resources.<span id="more-186"></span></p>
<ul>
<li>Policy based allocation of distributed resources (CPU time, software licenses, etc.)</li>
<li>Batch queuing &amp; scheduling</li>
<li>Support diverse server hardware, OS and architectures</li>
<li>Load balancing &amp; remote job execution</li>
<li>Detailed job accounting statistics</li>
<li>Fine-grained user specifiable resources</li>
<li>Suspend/resume/migrate jobs</li>
<li>Tools for reporting Job/Host/Cluster status</li>
<li>Job Arrays</li>
<li>Integration &amp; control of parallel jobs</li>
<li><a href="http://gridengine.info/2008/03/04/drmaa-tutorial-for-python-users">Python bindings</a></li>
</ul>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://gridengine.sunsource.net/'>http://gridengine.sunsource.net/</a><br/><strong>Language</strong>: C++, Python<br/><strong>Platform</strong>: Linux, Windows, OS X, Solaris<br/><strong>License</strong>: <a href="http://gridengine.sunsource.net/Gridengine_SISSL_license.html">SISSL</a><br/></p>]]></content:encoded>
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		<item>
		<title>OpenImageIO</title>
		<link>http://opensourcevfx.org/2010/01/openimageio/</link>
		<comments>http://opensourcevfx.org/2010/01/openimageio/#comments</comments>
		<pubDate>Tue, 05 Jan 2010 14:47:59 +0000</pubDate>
		<dc:creator>Larry Gritz</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[file format]]></category>
		<category><![CDATA[image-processing]]></category>
		<category><![CDATA[texture]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=177</guid>
		<description><![CDATA[OpenImageIO is a library for reading and writing images in many formats, and a bunch of related classes, utilities, and applications. Main features include: Extremely simple but powerful ImageInput and ImageOutput APIs for reading and writing 2D images that are format agnostic &#8212; that is, a &#8220;client app&#8221; doesn&#8217;t need to know the details about [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.openimageio.org'>http://www.openimageio.org</a><br/><strong>Project Page</strong>: <a href='http://www.openimageio.org'>http://www.openimageio.org</a><br/><strong>Language</strong>: C++ (Python bindings under development)<br/><strong>Platform</strong>: Linux, Mac OS X, Windows<br/><strong>License</strong>: <a title="New BSD" href="http://www.opensource.org/licenses/bsd-license.php" target="_blank">New BSD</a><br/></p>]]></description>
			<content:encoded><![CDATA[<p><strong>OpenImageIO</strong> is a library for reading and writing images in many formats, and a bunch of related classes, utilities, and applications.</p>
<p>Main features include:</p>
<ul>
<li>Extremely simple but powerful ImageInput and ImageOutput APIs for reading and writing 2D images that are format agnostic &#8212; that is, a &#8220;client app&#8221; doesn&#8217;t need to know the details about any particular image file formats. Specific formats are implemented by DLL/DSO plugins.</li>
<li> Format plugins for TIFF, JPEG/JFIF, OpenEXR, PNG, HDR/RGBE, Targa, JPEG-2000, FITS, BMP, and ICO formats. More coming! The plugins are really good at understanding all the strange corners of the image formats, and are very careful about preserving image metadata (including Exif, GPS, and IPTC data).</li>
<li>An ImageCache class that transparently manages a cache so that it can access truly vast amounts of image data (thousands of image files totaling hundreds of GB) very efficiently using only a tiny amount (tens of megabytes at most) of runtime memory. Additionally, a TextureSystem class provides filtered MIP-map texture lookups, atop the nice caching behavior of ImageCache.</li>
<li>Several image tools based on these classes, including iinfo (print detailed info about images including metadata), iconvert (convert among formats, data types, or modify metadata), idiff (compare images with statistics), igrep (search images for matching metadata), iv (an image viewer). Because these tools are based on ImageInput/ImageOutput, they work with any image formats for which ImageIO plugins are available.</li>
</ul>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.openimageio.org'>http://www.openimageio.org</a><br/><strong>Project Page</strong>: <a href='http://www.openimageio.org'>http://www.openimageio.org</a><br/><strong>Language</strong>: C++ (Python bindings under development)<br/><strong>Platform</strong>: Linux, Mac OS X, Windows<br/><strong>License</strong>: <a title="New BSD" href="http://www.opensource.org/licenses/bsd-license.php" target="_blank">New BSD</a><br/></p>]]></content:encoded>
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		<item>
		<title>DJV Imaging</title>
		<link>http://opensourcevfx.org/2010/01/djv-imaging/</link>
		<comments>http://opensourcevfx.org/2010/01/djv-imaging/#comments</comments>
		<pubDate>Tue, 05 Jan 2010 11:49:58 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[hdr]]></category>
		<category><![CDATA[image-processing]]></category>
		<category><![CDATA[playback]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=173</guid>
		<description><![CDATA[DJV Imaging provides professional movie playback software for film production, VFX, and computer animation. Multi-Platform Playback both image sequences and movie files Support for industry standard file formats including Cineon, DPX, OpenEXR, and QuickTime Includes command line utilities for batch image processing Home Page: http://djv.sourceforge.net/Project Page: http://sourceforge.net/projects/djv/Language: C++Platform: Linux, Windows, OS X, SolarisLicense: BSD
<p class='projectfields'><strong>Home Page</strong>: <a href='http://djv.sourceforge.net/'>http://djv.sourceforge.net/</a><br/><strong>Project Page</strong>: <a href='http://sourceforge.net/projects/djv/'>http://sourceforge.net/projects/djv/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, Windows, OS X, Solaris<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/bsd-license.php">BSD</a><br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">DJV Imaging provides professional movie playback software for film production, VFX, and computer animation.</p>
<ul style="text-align: justify;">
<li>Multi-Platform</li>
<li>Playback both image sequences and movie files</li>
<li>Support for industry standard file formats including Cineon, DPX,   OpenEXR, and QuickTime</li>
<li style="text-align: justify;">Includes command line utilities for batch image processing</li>
</ul>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://djv.sourceforge.net/'>http://djv.sourceforge.net/</a><br/><strong>Project Page</strong>: <a href='http://sourceforge.net/projects/djv/'>http://sourceforge.net/projects/djv/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, Windows, OS X, Solaris<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/bsd-license.php">BSD</a><br/></p>]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Bullet Physics</title>
		<link>http://opensourcevfx.org/2010/01/bullet-physics/</link>
		<comments>http://opensourcevfx.org/2010/01/bullet-physics/#comments</comments>
		<pubDate>Tue, 05 Jan 2010 11:00:28 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[dynamics]]></category>
		<category><![CDATA[houdini]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[openCL]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[simulation]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=166</guid>
		<description><![CDATA[Bullet 3D Game Multiphysics Library provides state of the art collision detection, soft body and rigid body dynamics. Used by many game companies in AAA titles on Playstation 3, XBox 360, Nintendo Wii, PC and iPhone Modular extendible C++ design with hot-swap of most components Optimized back-ends for pthreads/Win32 Threads multi-threading and PS3 Cell SPU [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://bulletphysics.org/'>http://bulletphysics.org/</a><br/><strong>Project Page</strong>: <a href='http://code.google.com/p/bullet/'>http://code.google.com/p/bullet/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/zlib-license.php">ZLib License</a>, free for commercial use.<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Bullet 3D Game Multiphysics Library provides state of the art collision detection, soft body and rigid body dynamics.</p>
<ul>
<li style="text-align: justify;">Used by many game companies in AAA titles on Playstation 3, XBox 360, Nintendo Wii, PC and iPhone</li>
<li style="text-align: justify;">Modular extendible C++ design with hot-swap of most components</li>
<li style="text-align: justify;">Optimized back-ends for pthreads/Win32 Threads multi-threading and PS3 Cell SPU</li>
<li style="text-align: justify;">Preparation for OpenCL data parallel optimizations for upcoming Bullet 3.x</li>
<li style="text-align: justify;">Discrete and continuous collision detection (CCD)</li>
<li style="text-align: justify;">Swept collision queries</li>
<li style="text-align: justify;">Ray casting with custom collision filtering</li>
<li style="text-align: justify;">Generic convex support (using GJK), capsule, cylinder, cone, sphere, box and non-convex triangle meshes.<span id="more-166"></span></li>
</ul>
<ul>
<li style="text-align: justify;">Rigid body dynamics including constraint solvers, generic constraints, ragdolls, hinge, ball-socket</li>
<li style="text-align: justify;">Support for constraint limits and motors</li>
<li style="text-align: justify;">Soft body support including cloth, rope and deformable</li>
<li style="text-align: justify;">Bullet is integrated into Cinema 4D, Lightwave and Blender, and a Houdini and Maya Plugin is available</li>
<li style="text-align: justify;">Supports import and export into COLLADA 1.4 Physics format</li>
<li style="text-align: justify;">Support for dynamic deformation of non-convex triangle meshes, by refitting the acceleration structures</li>
</ul>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://bulletphysics.org/'>http://bulletphysics.org/</a><br/><strong>Project Page</strong>: <a href='http://code.google.com/p/bullet/'>http://code.google.com/p/bullet/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/zlib-license.php">ZLib License</a>, free for commercial use.<br/></p>]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>CGAL (Computational Geometry Algorithms Library)</title>
		<link>http://opensourcevfx.org/2010/01/cgal-computational-geometry-algorithms-library/</link>
		<comments>http://opensourcevfx.org/2010/01/cgal-computational-geometry-algorithms-library/#comments</comments>
		<pubDate>Mon, 04 Jan 2010 23:38:39 +0000</pubDate>
		<dc:creator>Larry Gritz</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[geometry]]></category>
		<category><![CDATA[math]]></category>
		<category><![CDATA[pointClouds]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=154</guid>
		<description><![CDATA[The Computational Geometry Algorithms Library (CGAL) offers data structures and algorithms like triangulations (2D constrained triangulations and Delaunay triangulations in 2D and 3D, periodic triangulations in 3D), Voronoi diagrams (for 2D and 3D points, 2D additively weighted Voronoi diagrams, and segment Voronoi diagrams), polygons (Boolean operations, offsets, straight skeleton), polyhedra (Boolean operations), arrangements of curves [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.cgal.org/'>http://www.cgal.org/</a><br/><strong>Project Page</strong>: <a href='http://www.cgal.org/'>http://www.cgal.org/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, Mac OS X, Windows<br/><strong>License</strong>: LGPL or QPL (if used for open source projects, or proprietary projects that are internal to the studio), or a commercial license (if distributed in a commercial product).<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">The Computational Geometry Algorithms Library (CGAL) offers data structures and algorithms like triangulations (2D constrained triangulations and Delaunay triangulations in 2D and 3D, periodic triangulations in 3D), Voronoi diagrams (for 2D and 3D points, 2D additively weighted Voronoi diagrams, and segment Voronoi diagrams), polygons (Boolean operations, offsets, straight skeleton), polyhedra (Boolean operations), arrangements of curves and their applications (2D and 3D envelopes, Minkowski sums), mesh generation (2D Delaunay mesh generation and 3D surface and volume mesh generation, skin surfaces), geometry processing (surface mesh simplification, subdivision and parameterization, as well as estimation of local differential properties, and approximation of ridges and umbilics), alpha shapes, convex hull algorithms (in 2D, 3D and dD), search structures (kd trees for nearest neighbor search, and range and segment trees), interpolation (natural neighbor interpolation and placement of streamlines), shape analysis, fitting, and distances (smallest enclosing sphere of points or spheres, smallest enclosing ellipsoid of points, principal component analysis), and kinetic data structures.</p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.cgal.org/'>http://www.cgal.org/</a><br/><strong>Project Page</strong>: <a href='http://www.cgal.org/'>http://www.cgal.org/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, Mac OS X, Windows<br/><strong>License</strong>: LGPL or QPL (if used for open source projects, or proprietary projects that are internal to the studio), or a commercial license (if distributed in a commercial product).<br/></p>]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Open Dynamics Engine (ODE)</title>
		<link>http://opensourcevfx.org/2010/01/open-dynamics-engine-ode/</link>
		<comments>http://opensourcevfx.org/2010/01/open-dynamics-engine-ode/#comments</comments>
		<pubDate>Mon, 04 Jan 2010 23:23:41 +0000</pubDate>
		<dc:creator>Larry Gritz</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[dynamics]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[simulation]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=149</guid>
		<description><![CDATA[ODE is an open source, high performance library for simulating rigid body dynamics. It is fully featured, stable, mature and platform independent with an easy to use C/C++ API. It has advanced joint types and integrated collision detection with friction. ODE is useful for simulating vehicles, objects in virtual reality environments and virtual creatures. It [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.ode.org/'>http://www.ode.org/</a><br/><strong>Project Page</strong>: <a href='http://www.ode.org/'>http://www.ode.org/</a><br/><strong>Language</strong>: C/C++ (the public APIs are all C)<br/><strong>Platform</strong>: Linux, Mac OS X, Windows<br/><strong>License</strong>: <a title="BSD License" href="http://www.opensource.org/licenses/bsd-license.php" target="_blank">New BSD</a> or <a title="LGPL" href="http://www.opensource.org/licenses/lgpl-license.php" target="_blank">LGPL</a> (your choice)<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;"><span style="font-family: Arial,Helvetica,sans-serif;">ODE is an open source, high performance library for simulating rigid body dynamics. It is fully featured, stable, mature and platform independent with an easy to use C/C++ API. It has advanced joint types and integrated collision detection with friction. ODE is useful for simulating vehicles, objects in virtual  reality environments and virtual creatures.  It is currently used in many computer games, 3D authoring tools and simulation tools.</span></p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.ode.org/'>http://www.ode.org/</a><br/><strong>Project Page</strong>: <a href='http://www.ode.org/'>http://www.ode.org/</a><br/><strong>Language</strong>: C/C++ (the public APIs are all C)<br/><strong>Platform</strong>: Linux, Mac OS X, Windows<br/><strong>License</strong>: <a title="BSD License" href="http://www.opensource.org/licenses/bsd-license.php" target="_blank">New BSD</a> or <a title="LGPL" href="http://www.opensource.org/licenses/lgpl-license.php" target="_blank">LGPL</a> (your choice)<br/></p>]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>pyString</title>
		<link>http://opensourcevfx.org/2010/01/pystring/</link>
		<comments>http://opensourcevfx.org/2010/01/pystring/#comments</comments>
		<pubDate>Mon, 04 Jan 2010 10:54:57 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[python]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=130</guid>
		<description><![CDATA[Pystring is a collection of C++ functions which match the interface and behavior of python&#8217;s string class methods using std::string. Implemented in C++, it does not require or make use of a python interpreter. It provides convenience and familiarity for common string operations not included in the standard C++ library. It&#8217;s also useful in environments [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.imageworks.com'>http://opensource.imageworks.com</a><br/><strong>Project Page</strong>: <a href='http://code.google.com/p/pystring/'>http://code.google.com/p/pystring/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, Windows, OS X, etc<br/><strong>License</strong>: <a rel="external" href="http://www.opensource.org/licenses/bsd-license.php">New BSD License</a><br/><strong>Sponsor</strong>: Sony Imageworks<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Pystring is a collection of C++ functions which match the interface and behavior of python&#8217;s string class methods using std::string. Implemented in C++, it does not require or make use of a python interpreter. It provides convenience and familiarity for common string operations not included in the standard C++ library. It&#8217;s also useful in environments where both C++ and python are used.</p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.imageworks.com'>http://opensource.imageworks.com</a><br/><strong>Project Page</strong>: <a href='http://code.google.com/p/pystring/'>http://code.google.com/p/pystring/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, Windows, OS X, etc<br/><strong>License</strong>: <a rel="external" href="http://www.opensource.org/licenses/bsd-license.php">New BSD License</a><br/><strong>Sponsor</strong>: Sony Imageworks<br/></p>]]></content:encoded>
			<wfw:commentRss>http://opensourcevfx.org/2010/01/pystring/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Maya Reticle</title>
		<link>http://opensourcevfx.org/2010/01/maya-reticle/</link>
		<comments>http://opensourcevfx.org/2010/01/maya-reticle/#comments</comments>
		<pubDate>Mon, 04 Jan 2010 10:47:54 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[openGL]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=125</guid>
		<description><![CDATA[Originally developed at Sony Pictures Imageworks, spReticleLoc is a Maya C++ plugin plus MEL code which creates a reticle for a camera. It allows for various camera reference masks to be displayed when looking through the camera, such as filmback, projection gate, and pan and scan attributes. The value of predefined parameters can be displayed [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.imageworks.com/?p=mayareticle'>http://opensource.imageworks.com/?p=mayareticle</a><br/><strong>Project Page</strong>: <a href='http://code.google.com/p/imageworks-maya-reticle/'>http://code.google.com/p/imageworks-maya-reticle/</a><br/><strong>Language</strong>: C++, MEL<br/><strong>Platform</strong>: Windows, Linux, OSX<br/><strong>License</strong>: <a rel="nofollow" href="http://www.opensource.org/licenses/bsd-license.php">New BSD License</a><br/><strong>Sponsor</strong>: Sony Imageworks<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Originally developed at <a href="http://www.imageworks.com/">Sony Pictures Imageworks</a>, spReticleLoc is a Maya C++ plugin plus MEL code which creates a reticle for a camera. It allows for various camera reference masks to be displayed when looking through the camera, such as filmback, projection gate, and pan and scan attributes.<span id="more-125"></span></p>
<p style="text-align: justify;">The value of predefined parameters can be displayed in selectable areas, such as the camera focal length and name, current aspect ratio; frame number, name of the show and shot, Maya scene file name, current user name, etc. Finally, arbitrary textural information can be displayed as well.</p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.imageworks.com/?p=mayareticle'>http://opensource.imageworks.com/?p=mayareticle</a><br/><strong>Project Page</strong>: <a href='http://code.google.com/p/imageworks-maya-reticle/'>http://code.google.com/p/imageworks-maya-reticle/</a><br/><strong>Language</strong>: C++, MEL<br/><strong>Platform</strong>: Windows, Linux, OSX<br/><strong>License</strong>: <a rel="nofollow" href="http://www.opensource.org/licenses/bsd-license.php">New BSD License</a><br/><strong>Sponsor</strong>: Sony Imageworks<br/></p>]]></content:encoded>
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		<title>Scala Migrations</title>
		<link>http://opensourcevfx.org/2010/01/scala-migrations/</link>
		<comments>http://opensourcevfx.org/2010/01/scala-migrations/#comments</comments>
		<pubDate>Mon, 04 Jan 2010 10:42:39 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[database]]></category>
		<category><![CDATA[ruby]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=123</guid>
		<description><![CDATA[Scala Migrations is a library to manage upgrades and rollbacks to database schemas. Migrations allow a source control system to manage together the database schema and the code using the schema. It is designed to allow multiple developers working on a project with a database backend to design schema modifications independently, apply the migrations to [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.imageworks.com'>http://opensource.imageworks.com</a><br/><strong>Project Page</strong>: <a href='http://code.google.com/p/scala-migrations/'>http://code.google.com/p/scala-migrations/</a><br/><strong>Language</strong>: Scala<br/><strong>Platform</strong>: All<br/><strong>License</strong>: <a rel="nofollow" href="http://www.opensource.org/licenses/bsd-license.php">New BSD License</a><br/><strong>Sponsor</strong>: Sony Imageworks<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Scala Migrations is a library to manage upgrades and rollbacks to database schemas. Migrations allow a source control system to manage together the database schema and the code using the schema. It is designed to allow multiple developers working on a project with a database backend to design schema modifications independently, apply the migrations to their local database for debugging and when complete, check them into a source control system to manage as one manages normal source code. Other developers then check out the new migrations and apply them to their local database. Finally, the migrations are used to migrate the production databases to the latest schema version.<span id="more-123"></span></p>
<p style="text-align: justify;">The package is based off <a href="http://guides.rubyonrails.org/migrations.html">Ruby on Rails Migrations</a> and in fact shares the exact same schema_migrations table to manage the list of installed migrations. The Scala Migrations library is written in Scala and makes use of the clean Scala language to write easy to understand migrations, which are also written in <a href="http://www.scala-lang.org/">Scala</a>. Scala Migrations provides a database abstraction layer that allows migrations to target any supported database vendor.</p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.imageworks.com'>http://opensource.imageworks.com</a><br/><strong>Project Page</strong>: <a href='http://code.google.com/p/scala-migrations/'>http://code.google.com/p/scala-migrations/</a><br/><strong>Language</strong>: Scala<br/><strong>Platform</strong>: All<br/><strong>License</strong>: <a rel="nofollow" href="http://www.opensource.org/licenses/bsd-license.php">New BSD License</a><br/><strong>Sponsor</strong>: Sony Imageworks<br/></p>]]></content:encoded>
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		<item>
		<title>Pixie</title>
		<link>http://opensourcevfx.org/2010/01/pixie/</link>
		<comments>http://opensourcevfx.org/2010/01/pixie/#comments</comments>
		<pubDate>Sun, 03 Jan 2010 22:57:17 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[renderman]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=118</guid>
		<description><![CDATA[Pixie is an open source RenderMan renderer for generating photorealistic images. You can compile Pixie on Windows (using Visual Studio 2005), Linux and on OSX (using XCode or unix style configure script). Features : Object instancing / delayed primitives Displacements Programmable shading (using RenderMan Shading Language) High quality texture/shadow/environment mapping High dynamic range input/output Scalable, [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.renderpixie.com/'>http://www.renderpixie.com/</a><br/><strong>Project Page</strong>: <a href='http://sourceforge.net/projects/pixie/'>http://sourceforge.net/projects/pixie/</a><br/><strong>Language</strong>: C, C++<br/><strong>Platform</strong>: Linux, Windows, OS X, all POSIX OSes<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/lgpl-license.php" target="_blank">LGPL</a><br/></p>]]></description>
			<content:encoded><![CDATA[<p>Pixie is an open source RenderMan renderer for generating photorealistic images. You can compile Pixie on Windows (using Visual Studio 2005), Linux and on OSX (using XCode or unix style configure script).<span id="more-118"></span></p>
<p>Features :</p>
<ul>
<li>Object instancing / delayed primitives</li>
<li>Displacements</li>
<li>Programmable shading (using RenderMan Shading Language)</li>
<li>High quality texture/shadow/environment mapping</li>
<li>High dynamic range input/output</li>
<li>Scalable, multi-resolution raytracing using ray
<ul>
<li>Pixie now has a new raytracing engine that automatically tesselates surfaces on the fly to a desired accuracy determined using the ray differentials. This means rays tracing blurry reflections or computing global illumination are faster to trace and sharp reflections and shadows are more accurate. Pixie also contains a memory manager that keeps the memory that is used to keep these tesselations around under control. Similar to texture caching, Pixie will maintain a set of active surfaces and only those surfaces will consume raytracing memory.</li>
</ul>
</li>
<li>Motion blur</li>
<li>Depth of field</li>
<li>Level of detail (LOD)</li>
<li>Reyes style rendering (very fast)</li>
<li>Occlusion culling</li>
<li>Network parallel rendering</li>
<li>DSO shaders</li>
<li>Global illumination
<ul>
<li>Pixie supports global illumination thru photon mapping and irradiance caching &#8212; The same machinery described in the latest RenderMan interface.</li>
</ul>
</li>
<li>Automatically raytraced smooth reflections / shadows</li>
<li>Caching/baking computation with LOD (bake3d / texture3d)
<ul>
<li>Using this functionality, you can save any value you compute in a shader to a file that you can later re-use. This allows you to perform expensive shading computations at a lower resolution and re-use these computations in the beauty passes. This functionality will also enable exporting shading data from Pixie into your own applications.</li>
</ul>
</li>
<li>Scalable, multi-threaded rendering
<ul>
<li>Pixie rendering core has been first completely reorganized/optimized and then multi-threaded.  We are very proud of this change. You will see significant speed improvements over the Pixie v1.</li>
</ul>
</li>
<li>Arbirtaty output values
<ul>
<li>Pixie can save arbitrary variables (built in ones such as N, P as well as arbitrary, user defined variables) just like rgb values into images. Using this machinery, you can generate multiple outputs from a single pass and combine them as a post process.</li>
</ul>
</li>
<li>64 bit compatibility</li>
<li>Inline archives</li>
<li>Conditional execution</li>
<li>Named resources</li>
</ul>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.renderpixie.com/'>http://www.renderpixie.com/</a><br/><strong>Project Page</strong>: <a href='http://sourceforge.net/projects/pixie/'>http://sourceforge.net/projects/pixie/</a><br/><strong>Language</strong>: C, C++<br/><strong>Platform</strong>: Linux, Windows, OS X, all POSIX OSes<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/lgpl-license.php" target="_blank">LGPL</a><br/></p>]]></content:encoded>
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		<title>CgKit</title>
		<link>http://opensourcevfx.org/2010/01/cgkit/</link>
		<comments>http://opensourcevfx.org/2010/01/cgkit/#comments</comments>
		<pubDate>Sun, 03 Jan 2010 22:43:02 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[openGL]]></category>
		<category><![CDATA[pointClouds]]></category>
		<category><![CDATA[python]]></category>
		<category><![CDATA[renderman]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=116</guid>
		<description><![CDATA[The Python Computer Graphics Kit is an Open Source software package containing a collection of Python modules, plugins and utilities that are meant to be useful for any domain where you have to deal with 3D data of any kind, be it for visualization, creating photorealistic images, Virtual Reality or even games. Currently, the entire [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://cgkit.sourceforge.net/'>http://cgkit.sourceforge.net/</a><br/><strong>Project Page</strong>: <a href='http://sourceforge.net/projects/cgkit/'>http://sourceforge.net/projects/cgkit/</a><br/><strong>Language</strong>: C++, Python<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/gpl-license.php" target="_blank">GPL</a>, <a href="http://www.opensource.org/licenses/lgpl-license.php" target="_blank">LGPL</a>, <a href="http://www.opensource.org/licenses/mozilla1.1.php" target="_blank">MPL1.1</a><br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">The Python Computer Graphics Kit is an Open Source  software package containing a collection of Python modules, plugins and utilities that are meant to be useful for any domain where you have to deal with 3D data of any kind, be it for visualization, creating photorealistic images, Virtual Reality or even games. <span id="more-116"></span></p>
<p>Currently, the entire kit consists of the following  parts:</p>
<ul>
<li>The Python package cgkit that extends Python with 3D-related functionality.</li>
<li>The Maya plugin sourcepy that integrates the Python interpreter into Maya, and the accompanying Python package maya that makes Maya functionality available in Python.</li>
<li>A collection of small stand-alone utilities written in Python, MEL or MaxScript.</li>
</ul>
<h3>cgkit features:</h3>
<ul>
<li>New 3D data types such as vec3, vec4, mat3, mat4 and quat</li>
<li>Contains a Python binding of Pixar&#8217;s RenderMan API</li>
<li>Provides access to specialized input hardware such as SpaceMouse/SpaceBall, data glove or tablet via wrappers around the 3DxWare <a name="intro"></a><a href="http://www.3dconnexion.com/">3Dconnexion</a>, the Wintab Developer Kit by <a href="http://www.pointing.com/">LCS/Telegraphics</a> and the Data Glove SDK by <a href="http://www.5dt.com/">Fifth Dimension Technologies</a>.</li>
<li>Additional 3D utility functions such as various noises or the functions found in the RenderMan Shading Language</li>
<li>Parse RenderMan shader source files to extract shader parameters</li>
<li>3D data can be stored and manipulated in memory</li>
<li>Imports 3DS, VRML, X3D, OBJ, OFF, IFS, STL, PLY, MA, ASF/AMC, BVH (using the following libraries: <a href="http://lib3ds.sourceforge.net/">lib3ds</a>, <a href="http://www.cybergarage.org/vrml/cx3d/cx3dcc/index.html">CyberX3D</a>, <a href="http://www.cs.princeton.edu/~diego/professional/rply/">RPly</a>)</li>
<li>Exports RIB (shaders are generated on-the-fly), OBJ, OFF, PLY</li>
<li>Turns Python into a scene description language which can define scenes that can then be rendered with RenderMan or OpenGL.</li>
<li>Interactive OpenGL viewer tool</li>
<li>OpenGL stereo output (vertical split or quad buffer)</li>
<li>Offline render tool that feeds a RenderMan renderer, can also be used to bake texture maps</li>
<li>Connect arbitrary attributes of the same type to create animations</li>
<li>Rigid body dynamics via the <a href="http://www.ode.org/">Open Dynamics Engine</a></li>
<li>Extensible via regular modules or plugins</li>
</ul>
<h3>Python/Maya features:</h3>
<ul>
<li>Integrates the Python interpreter into Maya by providing two new  MEL commands        <tt>py</tt> and <tt>pySource</tt> that can execute Python source  code.</li>
<li>Provides dynamic Python wrappers around all MEL commands  found in Maya.</li>
<li>Provides new convenience classes for creating GUIs</li>
<li>Exposes the Maya C++ SDK to Python</li>
<li>Allows writing plug-ins in Python</li>
</ul>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://cgkit.sourceforge.net/'>http://cgkit.sourceforge.net/</a><br/><strong>Project Page</strong>: <a href='http://sourceforge.net/projects/cgkit/'>http://sourceforge.net/projects/cgkit/</a><br/><strong>Language</strong>: C++, Python<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/gpl-license.php" target="_blank">GPL</a>, <a href="http://www.opensource.org/licenses/lgpl-license.php" target="_blank">LGPL</a>, <a href="http://www.opensource.org/licenses/mozilla1.1.php" target="_blank">MPL1.1</a><br/></p>]]></content:encoded>
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		<title>pyShake</title>
		<link>http://opensourcevfx.org/2010/01/pyshake/</link>
		<comments>http://opensourcevfx.org/2010/01/pyshake/#comments</comments>
		<pubDate>Sun, 03 Jan 2010 22:17:41 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[compositing]]></category>
		<category><![CDATA[python]]></category>
		<category><![CDATA[shake]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=111</guid>
		<description><![CDATA[pyshake is a project to integrate the Python scripting language with the Shake compositing package. It is based on boost::python and uses Py++ for generating the bindings. pyshake is being developed by Rising Sun Pictures. Home Page: http://open.rsp.com.auProject Page: http://open.rsp.com.au/projects/pyshakeLanguage: C++Platform: Linux, Windows, OS XLicense: LGPLv2.1.Sponsor: Rising Sun Pictures
<p class='projectfields'><strong>Home Page</strong>: <a href='http://open.rsp.com.au'>http://open.rsp.com.au</a><br/><strong>Project Page</strong>: <a href='http://open.rsp.com.au/projects/pyshake'>http://open.rsp.com.au/projects/pyshake</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/lgpl-license.php">LGPLv2.1</a>.<br/><strong>Sponsor</strong>: Rising Sun Pictures<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">pyshake is a project to integrate the Python scripting language with the  Shake compositing package. It is based on <a href="http://www.boost.org/libs/python/doc/" target="_blank">boost::python</a> and uses <a href="http://www.language-binding.net/pyplusplus/pyplusplus.html" target="_blank">Py++</a> for generating the bindings.</p>
<p style="text-align: justify;">pyshake is being developed by <a href="http://www.rsp.com.au/" target="_blank">Rising Sun Pictures</a>.</p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://open.rsp.com.au'>http://open.rsp.com.au</a><br/><strong>Project Page</strong>: <a href='http://open.rsp.com.au/projects/pyshake'>http://open.rsp.com.au/projects/pyshake</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/lgpl-license.php">LGPLv2.1</a>.<br/><strong>Sponsor</strong>: Rising Sun Pictures<br/></p>]]></content:encoded>
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		<item>
		<title>Affogato</title>
		<link>http://opensourcevfx.org/2010/01/affogato/</link>
		<comments>http://opensourcevfx.org/2010/01/affogato/#comments</comments>
		<pubDate>Sun, 03 Jan 2010 22:05:42 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[renderman]]></category>
		<category><![CDATA[xsi]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=106</guid>
		<description><![CDATA[Affogato is a plugin for Avid&#8217;s Softimage XSI 3D animation package. It links XSI with high-end 3D renderers. It allows a great level of customization to fit into contemporary VFX pipelines. Currently Affogato only supports RenderMan-compliant renderers. It was originaly developed by Moritz Moeller at Rising Sun Pictures. Project Page: http://sourceforge.net/projects/affogato/Language: c++Platform: Linux, WindowsLicense: LGPLSponsor: [...]
<p class='projectfields'><strong>Project Page</strong>: <a href='http://sourceforge.net/projects/affogato/'>http://sourceforge.net/projects/affogato/</a><br/><strong>Language</strong>: c++<br/><strong>Platform</strong>: Linux, Windows<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/lgpl-2.1.php" target="_blank">LGPL</a><br/><strong>Sponsor</strong>: Rising Sun Pictures<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Affogato is a plugin for Avid&#8217;s Softimage XSI 3D animation package. It  links XSI with high-end 3D renderers. It allows a great level of  customization to fit into contemporary VFX pipelines. Currently Affogato  only supports RenderMan-compliant renderers. It was originaly developed by Moritz Moeller at <a href="http://www.rsp.com.au">Rising Sun Pictures</a>.</p>

<p class='projectfields'><strong>Project Page</strong>: <a href='http://sourceforge.net/projects/affogato/'>http://sourceforge.net/projects/affogato/</a><br/><strong>Language</strong>: c++<br/><strong>Platform</strong>: Linux, Windows<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/lgpl-2.1.php" target="_blank">LGPL</a><br/><strong>Sponsor</strong>: Rising Sun Pictures<br/></p>]]></content:encoded>
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		</item>
		<item>
		<title>OpenEXR</title>
		<link>http://opensourcevfx.org/2010/01/openexr/</link>
		<comments>http://opensourcevfx.org/2010/01/openexr/#comments</comments>
		<pubDate>Sat, 02 Jan 2010 20:19:37 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[file format]]></category>
		<category><![CDATA[hdr]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=68</guid>
		<description><![CDATA[OpenEXR is a high dynamic-range (HDR) image file format developed by Industrial Light &#38; Magic for use in computer imaging applications. OpenEXR is used by ILM on all motion pictures currently in production. The first movies to employ OpenEXR were Harry Potter and the Sorcerers Stone, Men in Black II, Gangs of New York, and [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.openexr.com/'>http://www.openexr.com/</a><br/><strong>Project Page</strong>: <a href='http://savannah.nongnu.org/projects/openexr/'>http://savannah.nongnu.org/projects/openexr/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, Windows, OS X, etc<br/><strong>License</strong>: <a href="http://www.ilm.com/opensource/">Modified BSD</a><br/><strong>Sponsor</strong>: ILM<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">OpenEXR is a high dynamic-range (HDR) image file format developed by <a href="http://www.ilm.com/">Industrial Light &amp; Magic</a> for use in computer imaging applications.</p>
<p style="text-align: justify;">OpenEXR is used by <a href="http://www.ilm.com/">ILM</a> on all motion pictures currently in production. The first movies to employ OpenEXR were Harry Potter and the Sorcerers Stone, Men in Black II, Gangs of New York, and Signs. Since then, OpenEXR has become ILM&#8217;s main image file format.<span id="more-68"></span></p>
<p style="text-align: justify;">OpenEXR&#8217;s features include:</p>
<ul>
<li>Higher dynamic range and color precision than existing 8- and 10-bit image file formats.</li>
<li>Support for 16-bit floating-point, 32-bit floating-point,	and 32-bit integer pixels. The 16-bit floating-point format, called &#8220;half&#8221;, is compatible with the half data type in NVIDIA&#8217;s Cg graphics language and is supported natively on their new GeForce FX and Quadro FX 3D graphics solutions.</li>
<li>Multiple lossless image compression algorithms. Some of the included codecs can achieve 2:1 lossless compression ratios on images with film grain.</li>
<li>Extensibility. New compression codecs and image types can easily be added by extending the C++ classes included in the OpenEXR software distribution. New image attributes (strings, vectors, integers, etc.) can be added to OpenEXR image headers without affecting backward compatibility with existing OpenEXR applications.</li>
</ul>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.openexr.com/'>http://www.openexr.com/</a><br/><strong>Project Page</strong>: <a href='http://savannah.nongnu.org/projects/openexr/'>http://savannah.nongnu.org/projects/openexr/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, Windows, OS X, etc<br/><strong>License</strong>: <a href="http://www.ilm.com/opensource/">Modified BSD</a><br/><strong>Sponsor</strong>: ILM<br/></p>]]></content:encoded>
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		<item>
		<title>LiquidMaya</title>
		<link>http://opensourcevfx.org/2010/01/liquidmaya/</link>
		<comments>http://opensourcevfx.org/2010/01/liquidmaya/#comments</comments>
		<pubDate>Sat, 02 Jan 2010 20:05:57 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[renderman]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=55</guid>
		<description><![CDATA[Liquid is a tool for translating Maya scenes into another renderer&#8217;s scene description. Various RenderMan-compliant renderers are supported : PrMan, 3Delight, Air, Pixie, and Aqsis. Project Page: http://sourceforge.net/projects/liquidmaya/Language: C++, MELPlatform: Linux, Windows, OS XLicense: Mozilla Public LicenseSponsor: Weta
<p class='projectfields'><strong>Project Page</strong>: <a href='http://sourceforge.net/projects/liquidmaya/'>http://sourceforge.net/projects/liquidmaya/</a><br/><strong>Language</strong>: C++, MEL<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/mozilla1.1.php">Mozilla Public License</a><br/><strong>Sponsor</strong>: Weta<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Liquid is a tool for translating Maya scenes into another renderer&#8217;s scene description. Various RenderMan-compliant renderers are supported : PrMan, 3Delight, Air, Pixie, and Aqsis.</p>

<p class='projectfields'><strong>Project Page</strong>: <a href='http://sourceforge.net/projects/liquidmaya/'>http://sourceforge.net/projects/liquidmaya/</a><br/><strong>Language</strong>: C++, MEL<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/mozilla1.1.php">Mozilla Public License</a><br/><strong>Sponsor</strong>: Weta<br/></p>]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<title>GTO</title>
		<link>http://opensourcevfx.org/2010/01/gto/</link>
		<comments>http://opensourcevfx.org/2010/01/gto/#comments</comments>
		<pubDate>Sat, 02 Jan 2010 19:53:36 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[file format]]></category>
		<category><![CDATA[houdini]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[obj]]></category>
		<category><![CDATA[particles]]></category>
		<category><![CDATA[python]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=51</guid>
		<description><![CDATA[GTO is an open source file format designed for computer graphics. It was developed by Tweak Films to serve as the core storageformat for our geometry and rendering pipeline. GTO is used by VFX and animation facilities, post-houses, and game developers for a wide variety of applications. It&#8217;s small size and versatility make it useful for animation, modeling, particle dynamics and 3D [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.tweakfilms.com/products/open-source-software/gto'>http://www.tweakfilms.com/products/open-source-software/gto</a><br/><strong>Project Page</strong>: <a href='http://github.com/jimhourihan/gto'>http://github.com/jimhourihan/gto</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, Windows, OS X, etc<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/gpl-2.0.php">GNU Library General Public License</a> with exceptions for static linking.<br/><strong>Sponsor</strong>: Tweak Films<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">GTO is an open source file format designed for computer graphics. It was developed by <a href="http://www.tweakfilms.com/" target="_blank">Tweak Films</a> to serve as the core storageformat for our geometry and rendering pipeline. GTO is used by VFX and animation facilities, post-houses, and game developers for a wide variety of applications. It&#8217;s small size and versatility make it useful for animation, modeling, particle dynamics and 3D paint. It can be used to replace file formats such as PDB/PDC, obj, and binary RIB.<span id="more-51"></span><br />
At heart GTO is just a clean and optimal way of storing large, named, and organized arrays of binary data (although there is a text version of the file too). GTO naturally lends itself to a &#8220;least common denominator&#8221; role between computer graphics applications. The storage mechanism and the data layout are independent, so that the format can be easily adopted without regard to how the format is used by any particular application. The GTO library has bindings in C++ and Python making it relatively easy to develop custom tools to read, write and manipulate GTO files.</p>
<p style="text-align: justify;">The GTO library includes the low-level reader and writer classes, a slightly higher level raw data reader/writer, and source code for a Maya scene and particle export, particle display, a Maya deformer to use GTO as a geometry cache, Houdini plug-ins, a number of command line tools, a Wavefront .obj parser (for a command line converter), and a Python module for reading and writing GTO files. The GTO reader/writer and tools have been tested thoroughly in feature film and game production on GNU/Linux and OSX as well as Windows XP, Vista, and 2000. GTO is also used as part of Tweak Software&#8217;s commercial products.</p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.tweakfilms.com/products/open-source-software/gto'>http://www.tweakfilms.com/products/open-source-software/gto</a><br/><strong>Project Page</strong>: <a href='http://github.com/jimhourihan/gto'>http://github.com/jimhourihan/gto</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, Windows, OS X, etc<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/gpl-2.0.php">GNU Library General Public License</a> with exceptions for static linking.<br/><strong>Sponsor</strong>: Tweak Films<br/></p>]]></content:encoded>
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		<title>Field3D</title>
		<link>http://opensourcevfx.org/2010/01/field3d/</link>
		<comments>http://opensourcevfx.org/2010/01/field3d/#comments</comments>
		<pubDate>Sat, 02 Jan 2010 19:43:59 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[file format]]></category>
		<category><![CDATA[hdf5]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[simulation]]></category>
		<category><![CDATA[voxels]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=45</guid>
		<description><![CDATA[Field3D is an open source library for storing voxel data. It provides C++ classes that handle storage in memory, as well as a file format based on HDF5 that allows the C++ objects to easily be written to and read from disk. While the supplied C++ classes map directly to the underlying file format, it [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.imageworks.com/?p=field3d'>http://opensource.imageworks.com/?p=field3d</a><br/><strong>Project Page</strong>: <a href='http://code.google.com/p/field3d/'>http://code.google.com/p/field3d/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <p><a href="http://www.opensource.org/licenses/bsd-license.php">BSD</a></p><br/><strong>Sponsor</strong>: Sony Imageworks<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Field3D is an open source library for storing voxel data. It provides C++ classes that handle storage in memory, as well as a file format based on HDF5 that allows the C++ objects to easily be written to and read from disk. While the supplied C++ classes map directly to the underlying file format, it is still possible to extend the class hierarchy with new classes if needed.<span id="more-45"></span></p>
<p style="text-align: justify;">The library was initially developed at <a href="http://opensource.imageworks.com/">Sony Pictures Imageworks</a> as a replacement for the three different in-house file formats already used to store voxel data. It is the foundation for Imageworks&#8217; in-house simulation framework and volume rendering software and is actively being used in production.</p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.imageworks.com/?p=field3d'>http://opensource.imageworks.com/?p=field3d</a><br/><strong>Project Page</strong>: <a href='http://code.google.com/p/field3d/'>http://code.google.com/p/field3d/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <p><a href="http://www.opensource.org/licenses/bsd-license.php">BSD</a></p><br/><strong>Sponsor</strong>: Sony Imageworks<br/></p>]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>dnPtcViewerNode</title>
		<link>http://opensourcevfx.org/2010/01/dnptcviewernode/</link>
		<comments>http://opensourcevfx.org/2010/01/dnptcviewernode/#comments</comments>
		<pubDate>Fri, 01 Jan 2010 09:52:58 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[openGL]]></category>
		<category><![CDATA[pointClouds]]></category>
		<category><![CDATA[renderman]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=27</guid>
		<description><![CDATA[An Autodesk Maya locator to visualize point clouds generated by Pixar’s PhotoRealistic RenderMan or 3Delight. This plugin was developed by Double Negative Visual Effects. Home Page: http://dneg.github.com/dnPtcViewerNode/Project Page: http://github.com/dneg/dnPtcViewerNodeLanguage: C++, MELPlatform: Linux OSX WindowsLicense: BSD v3Sponsor: Double Negative
<p class='projectfields'><strong>Home Page</strong>: <a href='http://dneg.github.com/dnPtcViewerNode/'>http://dneg.github.com/dnPtcViewerNode/</a><br/><strong>Project Page</strong>: <a href='http://github.com/dneg/dnPtcViewerNode'>http://github.com/dneg/dnPtcViewerNode</a><br/><strong>Language</strong>: C++, MEL<br/><strong>Platform</strong>: Linux OSX Windows<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/bsd-license.php">BSD v3</a><br/><strong>Sponsor</strong>: Double Negative<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">An Autodesk Maya locator to visualize point clouds generated by Pixar’s PhotoRealistic RenderMan or 3Delight. This plugin was developed by <a href="http://www.dneg.com/">Double Negative Visual Effects</a>.</p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://dneg.github.com/dnPtcViewerNode/'>http://dneg.github.com/dnPtcViewerNode/</a><br/><strong>Project Page</strong>: <a href='http://github.com/dneg/dnPtcViewerNode'>http://github.com/dneg/dnPtcViewerNode</a><br/><strong>Language</strong>: C++, MEL<br/><strong>Platform</strong>: Linux OSX Windows<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/bsd-license.php">BSD v3</a><br/><strong>Sponsor</strong>: Double Negative<br/></p>]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Cortex</title>
		<link>http://opensourcevfx.org/2009/12/cortex/</link>
		<comments>http://opensourcevfx.org/2009/12/cortex/#comments</comments>
		<pubDate>Thu, 31 Dec 2009 17:40:21 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[nuke]]></category>
		<category><![CDATA[openGL]]></category>
		<category><![CDATA[python]]></category>
		<category><![CDATA[renderman]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/2009/12/cortex/</guid>
		<description><![CDATA[The Cortex project aims to provide a set of high quality C++ libraries and Python modules tailored for software development in the visual effects industry. Rather than producing end user tools, the project focuses on creating a reusable set of modules of use to TDs and programmers in a broad range of scenarios &#8211; allowing [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.image-engine.com/'>http://opensource.image-engine.com/</a><br/><strong>Project Page</strong>: <a href='http://code.google.com/p/cortex-vfx'>http://code.google.com/p/cortex-vfx</a><br/><strong>Language</strong>: C++, Python<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a rel="nofollow" href="http://www.opensource.org/licenses/bsd-license.php" target="_blank">New BSD License</a><br/><strong>Sponsor</strong>: Image Engine<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">The <a href="http://code.google.com/p/cortex-vfx/">Cortex project</a> aims to provide a set of high quality C++ libraries and Python modules tailored for software development in the visual effects industry. Rather than producing end user tools, the project focuses on creating a reusable set of modules of use to TDs and programmers in a broad range of scenarios &#8211; allowing them to focus on the more interesting or innovative aspects of development.<span id="more-18"></span></p>
<p style="text-align: justify;">Originally the brainchild of Andrew Chapman, the Cortex project is now being developed around the IECore library developed in house at <a href="http://www.image-engine.com/">Image Engine</a> and subsequently released as open source. Initially, Image Engine are providing the core library and Python bindings, along with their RenderMan, Maya, OpenGL, and Nuke support libraries.</p>
<p style="text-align: justify;">It is hoped that the Cortex project will attract contributions from the wider visual effects community, and grow to provide a rich set of functionality and support for further 3rd party applications.</p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.image-engine.com/'>http://opensource.image-engine.com/</a><br/><strong>Project Page</strong>: <a href='http://code.google.com/p/cortex-vfx'>http://code.google.com/p/cortex-vfx</a><br/><strong>Language</strong>: C++, Python<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a rel="nofollow" href="http://www.opensource.org/licenses/bsd-license.php" target="_blank">New BSD License</a><br/><strong>Sponsor</strong>: Image Engine<br/></p>]]></content:encoded>
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		<slash:comments>0</slash:comments>
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	</channel>
</rss>
