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	<title>openSourceVFX.org</title>
	<atom:link href="http://opensourcevfx.org/feed/" rel="self" type="application/rss+xml" />
	<link>http://opensourcevfx.org</link>
	<description>A directory of Open-Source projects for the VFX community</description>
	<lastBuildDate>Thu, 01 Nov 2012 18:06:56 +0000</lastBuildDate>
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		<title>OpenSequencePlayer</title>
		<link>http://opensourcevfx.org/2012/11/opensequenceplayer/</link>
		<comments>http://opensourcevfx.org/2012/11/opensequenceplayer/#comments</comments>
		<pubDate>Thu, 01 Nov 2012 18:02:33 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[flipbook]]></category>
		<category><![CDATA[playback]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=650</guid>
		<description><![CDATA[&#160; OpenSequencePlayer, aka Duke, is a basic opensource high resolution image sequence player dedicated to visual effects and post-production companies. Duke relies on a plug-in system for input formats (some are provided by OpenImageIO, others are dedicated plug-ins like JPEG or DPX), so it covers most of the image sequences needed by everyday VFX checking [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.mikrosimage.eu/duke.html'>http://opensource.mikrosimage.eu/duke.html</a><br/><strong>Project Page</strong>: <a href='https://github.com/mikrosimage/duke'>https://github.com/mikrosimage/duke</a><br/><strong>Language</strong>: c++<br/><strong>Platform</strong>: Linux Windows OSX<br/><strong>License</strong>: Modified BSD<br/><strong>Sponsor</strong>: Mikrosimage<br/></p>]]></description>
			<content:encoded><![CDATA[<p>&nbsp;</p>
<p>OpenSequencePlayer, aka Duke, is a basic <strong>opensource high resolution image sequence player</strong> dedicated to visual effects and post-production companies.</p>
<p>Duke relies on a plug-in system for input formats (some are provided by <strong>OpenImageIO</strong>, others are dedicated plug-ins like JPEG or DPX), so it covers most of the image sequences needed by everyday VFX checking on <strong>Linux®</strong>, <strong>Windows®</strong> and <strong>Mac OSX®</strong> platforms.<br />
Other components are based on generic libraries and proven technologies like OpenGL, Cg and Protocol Buffer.</p>
<p>Duke’s built-in lookahead file cache ensures stable playback for either direct from disk or RAM sources.<br />
Duke’s modular engine enables color corrections and playlist management facilities as well as a timeline, or forthcoming features like 3D stereo, split screen, …</p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.mikrosimage.eu/duke.html'>http://opensource.mikrosimage.eu/duke.html</a><br/><strong>Project Page</strong>: <a href='https://github.com/mikrosimage/duke'>https://github.com/mikrosimage/duke</a><br/><strong>Language</strong>: c++<br/><strong>Platform</strong>: Linux Windows OSX<br/><strong>License</strong>: Modified BSD<br/><strong>Sponsor</strong>: Mikrosimage<br/></p>]]></content:encoded>
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		</item>
		<item>
		<title>OpenBatchIO</title>
		<link>http://opensourcevfx.org/2012/11/openbatchio/</link>
		<comments>http://opensourcevfx.org/2012/11/openbatchio/#comments</comments>
		<pubDate>Thu, 01 Nov 2012 17:56:54 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[compositing]]></category>
		<category><![CDATA[image-processing]]></category>
		<category><![CDATA[pipeline]]></category>
		<category><![CDATA[python]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=646</guid>
		<description><![CDATA[OpenBatchIO, aka Tuttle TuttleOFX is an open source image sequences processing frameworkmade up of : a set of plugins to read and write professional VFX image formats and to perform various image processings (color corrections, filters, video compression, &#8230;) a set of command line tools called Sam to browse, copy, move, delete and batch process [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.mikrosimage.eu/tuttle.html'>http://opensource.mikrosimage.eu/tuttle.html</a><br/><strong>Project Page</strong>: <a href='https://github.com/tuttleofx/TuttleOFX'>https://github.com/tuttleofx/TuttleOFX</a><br/><strong>Language</strong>: c++ python<br/><strong>Platform</strong>: Linux Windows OSX<br/><strong>License</strong>: Modified BSD<br/><strong>Sponsor</strong>: Mikrosimage<br/></p>]]></description>
			<content:encoded><![CDATA[<p>OpenBatchIO, aka Tuttle</p>
<p><a href="https://sites.google.com/site/tuttleofx/">TuttleOFX</a> is an <strong>open source image sequences processing framework</strong>made up of :</p>
<ul>
<li>a set of plugins to read and write professional VFX image formats and to perform various image processings (color corrections, filters, video compression, &#8230;)</li>
<li>a set of command line tools called Sam to browse, copy, move, delete and batch process the aforementioned plugins.</li>
</ul>
<p>OpenFX Architecture</p>
<ul>
<li>The aim of TuttleOFX is to help post-production facilities to deal with large-scale everyday image processing tasks. Compared with other programming libraries and image processing tools, TuttleOFX is based on some extended <strong><a href="http://openfx.sourceforge.net/">OpenFX</a></strong> plugins architecture, combined with optimised selection bit-depth processing.</li>
</ul>
<p>Support For Numerous Processes</p>
<ul>
<li>In addition of standard process features, TuttleOFX also addresses requested VFX processes like lens-distort corrections or movie compression and even some more specific color treatments like Color Transform Language and OpenColorIO nodes.</li>
</ul>
<p>Support For 3rd Party Applications</p>
<ul>
<li>Thanks to their OpenFX nature, TuttleOFX plugins can be used either in the Sam command line tool or by other applications such as <strong>Nuke®</strong> (The Foundry), <strong>Scratch®</strong> (Assimilate), <strong>Baselight®</strong> (FilmLight), <strong>Mistika®</strong> (SGO). Similarly, commercial OpenFX plugins (Sapphire, Furnace, Keylight, &#8230;) can be used within Sam command line.</li>
</ul>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.mikrosimage.eu/tuttle.html'>http://opensource.mikrosimage.eu/tuttle.html</a><br/><strong>Project Page</strong>: <a href='https://github.com/tuttleofx/TuttleOFX'>https://github.com/tuttleofx/TuttleOFX</a><br/><strong>Language</strong>: c++ python<br/><strong>Platform</strong>: Linux Windows OSX<br/><strong>License</strong>: Modified BSD<br/><strong>Sponsor</strong>: Mikrosimage<br/></p>]]></content:encoded>
			<wfw:commentRss>http://opensourcevfx.org/2012/11/openbatchio/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>OpenRenderManagement</title>
		<link>http://opensourcevfx.org/2012/11/openrendermanagement/</link>
		<comments>http://opensourcevfx.org/2012/11/openrendermanagement/#comments</comments>
		<pubDate>Thu, 01 Nov 2012 17:50:19 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[pipeline]]></category>
		<category><![CDATA[python]]></category>
		<category><![CDATA[render queue]]></category>
		<category><![CDATA[rendering]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=642</guid>
		<description><![CDATA[&#160; OpenRenderManagement, aka Puli,  is an open-source render management project. The Core project is called Puli and is entirely written in python. PuliUI is a GWT project that provides a simple web interface for OpenDispatcher. Python APIPuli is an open-source render management solution entirely written in Python. It provides a job submission API that can [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.mikrosimage.eu/puli.html'>http://opensource.mikrosimage.eu/puli.html</a><br/><strong>Project Page</strong>: <a href='https://github.com/mikrosimage/openrendermanagement'>https://github.com/mikrosimage/openrendermanagement</a><br/><strong>Language</strong>: python<br/><strong>Platform</strong>: All<br/><strong>License</strong>: Modified BSD<br/><strong>Sponsor</strong>: Mikrosimage<br/></p>]]></description>
			<content:encoded><![CDATA[<p>&nbsp;</p>
<p>OpenRenderManagement, aka Puli,  is an open-source render management project.</p>
<p>The Core project is called <code>Puli</code> and is entirely written in python.</p>
<p><code>PuliUI</code> is a GWT project that provides a simple web interface for OpenDispatcher.</p>
<p><span id="more-642"></span></p>
<ul>
<li>Python APIPuli is an open-source render management solution entirely written in Python. It provides a job submission API that can be used directly within <strong>Maya®</strong> (Autodesk) or <strong>Nuke®</strong> (The Foundry) &#8211; amongst others.</li>
<li>Job TypesSeveral action scripts are also provided to enable jobs submission for <strong>Maya®</strong> (Autodesk), <strong>Mental Ray®</strong> (NVidia), <strong>Nuke®</strong> (The Foundry) but you can easily write your own scripts to support your in-house rendering engine or any other 3rd party solution.</li>
<li>Render StatisticsJobs informations and metadatas can be stored in a database (and therefore providing persistence) and can then be used to provide rendering statistics.</li>
</ul>
<ul>
<li>Global RenderingPuli is able to seamlessly manage rendering on both local and distant networks.<br />
For example, you can mix your renderfarm between local render nodes and a 3rd party cloud solution.</li>
<li>More Noteworthy Features• Priority management<br />
• Jobs dependencies<br />
• Rendering software license availability<br />
• Minimum hardware requirements for a job (CPU, memory, …)<br />
• Workstations and renderfarm management (render nodes pools)<br />
• Local user denial for his workstation to be used as a render node</li>
</ul>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.mikrosimage.eu/puli.html'>http://opensource.mikrosimage.eu/puli.html</a><br/><strong>Project Page</strong>: <a href='https://github.com/mikrosimage/openrendermanagement'>https://github.com/mikrosimage/openrendermanagement</a><br/><strong>Language</strong>: python<br/><strong>Platform</strong>: All<br/><strong>License</strong>: Modified BSD<br/><strong>Sponsor</strong>: Mikrosimage<br/></p>]]></content:encoded>
			<wfw:commentRss>http://opensourcevfx.org/2012/11/openrendermanagement/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>OpenDisplayCalib</title>
		<link>http://opensourcevfx.org/2012/11/opendisplaycalib/</link>
		<comments>http://opensourcevfx.org/2012/11/opendisplaycalib/#comments</comments>
		<pubDate>Thu, 01 Nov 2012 17:45:10 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[Color Science]]></category>
		<category><![CDATA[java]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=640</guid>
		<description><![CDATA[OpenDisplayCalib, aka ColorTribe, is an opensource cross-platform color measurement and calibration software suite for display devices. The suite is composed of three tools : - ColorHealer : a calibration and measurement application - ColorKeeper : a color correction loader with helpful tools as screen detection, warning and email when correction is obsolete, gamma slider, printer [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.mikrosimage.eu/colortribe.html'>http://opensource.mikrosimage.eu/colortribe.html</a><br/><strong>Project Page</strong>: <a href='https://github.com/mikrosimage/OpenDisplayCalib'>https://github.com/mikrosimage/OpenDisplayCalib</a><br/><strong>Language</strong>: C Java<br/><strong>Platform</strong>: Linux Windows OSX<br/><strong>License</strong>: Modified BSD<br/><strong>Sponsor</strong>: Mikrosimage<br/></p>]]></description>
			<content:encoded><![CDATA[<p>OpenDisplayCalib, aka ColorTribe, is an <strong>opensource cross-platform color measurement and calibration software suite</strong> for display devices.</p>
<p>The suite is composed of three tools :<br />
- <strong>ColorHealer</strong> : a calibration and measurement application<br />
- <strong>ColorKeeper</strong> : a color correction loader with helpful tools as screen detection, warning and email when correction is obsolete, gamma slider, printer lights, custom 2D LUTs loader (custom LUT is applied over the correction LUT), etc&#8230;<br />
- <strong>ColorChief</strong> : a calib request management web app. For now, only a very simple mail feature has been implemented to allow calibrators to know when a station is un-calibrated.</p>
<p>ColorTribe enables post-production facilities to maintain a coherent fleet of displays, whatever the platforms or the devices are.</p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.mikrosimage.eu/colortribe.html'>http://opensource.mikrosimage.eu/colortribe.html</a><br/><strong>Project Page</strong>: <a href='https://github.com/mikrosimage/OpenDisplayCalib'>https://github.com/mikrosimage/OpenDisplayCalib</a><br/><strong>Language</strong>: C Java<br/><strong>Platform</strong>: Linux Windows OSX<br/><strong>License</strong>: Modified BSD<br/><strong>Sponsor</strong>: Mikrosimage<br/></p>]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>TACTIC</title>
		<link>http://opensourcevfx.org/2012/08/tactic/</link>
		<comments>http://opensourcevfx.org/2012/08/tactic/#comments</comments>
		<pubDate>Mon, 20 Aug 2012 09:37:24 +0000</pubDate>
		<dc:creator>jeppewalther</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[asset manegment]]></category>
		<category><![CDATA[pipeline]]></category>
		<category><![CDATA[python]]></category>
		<category><![CDATA[web UI]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=629</guid>
		<description><![CDATA[TACTIC is a  flexible web-based production asset management system. TACTIC&#8217;s features include: Securely Store Assets in a Highly Scalable, Central Repository Find Assets, Tasks and Notes with Powerful Search Tools Automate Your Project’s File Structure Version Control Assets and Notes Rollback to Previous Asset Versions “In-Place” Checkins for Large Files Automate Naming Conventions Package and [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.southpawtech.com/tactic/'>http://www.southpawtech.com/tactic/</a><br/><strong>Language</strong>: Python<br/><strong>Platform</strong>: Linux, OS X, Windows<br/><strong>License</strong>: Eclipse Public License<br/><strong>Sponsor</strong>: Southpaw Technology<br/></p>]]></description>
			<content:encoded><![CDATA[<p>TACTIC is a  flexible web-based production asset management system. TACTIC&#8217;s features include:</p>
<ul>
<li>Securely Store Assets in a Highly Scalable, Central Repository</li>
<li>Find Assets, Tasks and Notes with Powerful Search Tools</li>
<li>Automate Your Project’s File Structure</li>
<li>Version Control Assets and Notes</li>
<li>Rollback to Previous Asset Versions</li>
<li>“In-Place” Checkins for Large Files</li>
<li>Automate Naming Conventions</li>
<li>Package and Deliver Files with Ease</li>
<li>Import/Export CSV Data</li>
<li>Check Files In and Out of the Database Easily</li>
</ul>
<div></div>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.southpawtech.com/tactic/'>http://www.southpawtech.com/tactic/</a><br/><strong>Language</strong>: Python<br/><strong>Platform</strong>: Linux, OS X, Windows<br/><strong>License</strong>: Eclipse Public License<br/><strong>Sponsor</strong>: Southpaw Technology<br/></p>]]></content:encoded>
			<wfw:commentRss>http://opensourcevfx.org/2012/08/tactic/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Open Subdiv</title>
		<link>http://opensourcevfx.org/2012/08/open-subdiv/</link>
		<comments>http://opensourcevfx.org/2012/08/open-subdiv/#comments</comments>
		<pubDate>Mon, 20 Aug 2012 03:51:08 +0000</pubDate>
		<dc:creator>jeppewalther</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[geometry]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[openCL]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=622</guid>
		<description><![CDATA[OpenSubdiv is a set of open source libraries that implement high performance subdivision surface (subdiv) evaluation on massively parallel CPU and GPU architectures. This codepath is optimized for drawing deforming subdivs with static topology at interactive framerates. The resulting limit surface matches Pixar’s Renderman to numerical precision. The code embodies decades of research and experience by Pixar, and a [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://graphics.pixar.com/opensubdiv'>http://graphics.pixar.com/opensubdiv</a><br/><strong>Project Page</strong>: <a href='https://github.com/PixarAnimationStudios/OpenSubdiv'>https://github.com/PixarAnimationStudios/OpenSubdiv</a><br/><strong>Language</strong>: C++, glsl, OpenCL, CUDA<br/><strong>Platform</strong>: Linux, OS X, Windows<br/><strong>License</strong>: Microsoft Public License<br/><strong>Sponsor</strong>: Disney<br/></p>]]></description>
			<content:encoded><![CDATA[<p>OpenSubdiv is a set of open source libraries that implement high performance subdivision surface (subdiv) evaluation on massively parallel CPU and GPU architectures. This codepath is optimized for drawing deforming subdivs with static topology at interactive framerates. The resulting limit surface matches <strong>Pixar’s</strong> <strong>Renderman</strong> to numerical precision. The code embodies decades of research and experience by <strong>Pixar</strong>, and a more recent and still active collaboration on fast GPU drawing between <strong>Microsoft Research</strong> and <strong>Pixar</strong>.</p>
<p>The source code for OpenSubdiv is located on github and is now in open beta.</p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://graphics.pixar.com/opensubdiv'>http://graphics.pixar.com/opensubdiv</a><br/><strong>Project Page</strong>: <a href='https://github.com/PixarAnimationStudios/OpenSubdiv'>https://github.com/PixarAnimationStudios/OpenSubdiv</a><br/><strong>Language</strong>: C++, glsl, OpenCL, CUDA<br/><strong>Platform</strong>: Linux, OS X, Windows<br/><strong>License</strong>: Microsoft Public License<br/><strong>Sponsor</strong>: Disney<br/></p>]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Open VDB</title>
		<link>http://opensourcevfx.org/2012/08/open-vdb/</link>
		<comments>http://opensourcevfx.org/2012/08/open-vdb/#comments</comments>
		<pubDate>Mon, 20 Aug 2012 03:46:14 +0000</pubDate>
		<dc:creator>jeppewalther</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[voxels]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=625</guid>
		<description><![CDATA[OpenVDB is an open source C++ library comprising a novel hierarchical data structure and a suite of tools for the efficient storage and manipulation of sparse volumetric data discretized on three-dimensional grids. It is developed and maintained by DreamWorks Animation for use in volumetric applications typically encountered in feature film production. Home Page: http://www.openvdb.org/Project Page: [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.openvdb.org/'>http://www.openvdb.org/</a><br/><strong>Project Page</strong>: <a href='http://www.openvdb.org/'>http://www.openvdb.org/</a><br/><strong>Language</strong>: C++<br/><strong>License</strong>: Mozilla Public License Version 2.0<br/><strong>Sponsor</strong>: DreamWorks Animation<br/></p>]]></description>
			<content:encoded><![CDATA[<p>OpenVDB is an open source C++ library comprising a novel hierarchical data structure and a suite of tools for the efficient storage and manipulation of sparse volumetric data discretized on three-dimensional grids. It is developed and maintained by DreamWorks Animation for use in volumetric applications typically encountered in feature film production.</p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.openvdb.org/'>http://www.openvdb.org/</a><br/><strong>Project Page</strong>: <a href='http://www.openvdb.org/'>http://www.openvdb.org/</a><br/><strong>Language</strong>: C++<br/><strong>License</strong>: Mozilla Public License Version 2.0<br/><strong>Sponsor</strong>: DreamWorks Animation<br/></p>]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>vfxgal</title>
		<link>http://opensourcevfx.org/2012/06/vfxgal/</link>
		<comments>http://opensourcevfx.org/2012/06/vfxgal/#comments</comments>
		<pubDate>Fri, 22 Jun 2012 06:51:06 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[dynamics]]></category>
		<category><![CDATA[geometry]]></category>
		<category><![CDATA[houdini]]></category>
		<category><![CDATA[modeling]]></category>
		<category><![CDATA[python]]></category>
		<category><![CDATA[simulation]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=617</guid>
		<description><![CDATA[Vfxgal is a geometric algorithms library for the VFX industry. It contains a very fast and robust voronoi fracturer, as well as several other geometric algorithms (plane-clip, hull-clip etc). Vfxgal comes with Houdini11 bindings but has been written in such a way that minimal work is needed to bind to other frameworks. Project Page: https://github.com/nerdvegas/vfxgalLanguage: [...]
<p class='projectfields'><strong>Project Page</strong>: <a href='https://github.com/nerdvegas/vfxgal'>https://github.com/nerdvegas/vfxgal</a><br/><strong>Language</strong>: C++, python<br/><strong>Platform</strong>: Linux, OSX<br/><strong>License</strong>: GNU LGPL<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Vfxgal is a geometric algorithms library for the VFX industry. It contains a very fast and robust voronoi fracturer, as well as several other geometric algorithms (plane-clip, hull-clip etc). Vfxgal comes with Houdini11 bindings but has been written in such a way that minimal work is needed to bind to other frameworks.</p>

<p class='projectfields'><strong>Project Page</strong>: <a href='https://github.com/nerdvegas/vfxgal'>https://github.com/nerdvegas/vfxgal</a><br/><strong>Language</strong>: C++, python<br/><strong>Platform</strong>: Linux, OSX<br/><strong>License</strong>: GNU LGPL<br/></p>]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Rez</title>
		<link>http://opensourcevfx.org/2012/05/rez/</link>
		<comments>http://opensourcevfx.org/2012/05/rez/#comments</comments>
		<pubDate>Wed, 02 May 2012 20:48:18 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[pipeline]]></category>
		<category><![CDATA[python]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=612</guid>
		<description><![CDATA[Rez is an integrated package configuration, build and deployment system for software. With Rez you can request a set of packages, and it will create a resolved shell that contains all the dependencies you need, while avoiding version clashes. It is used primarily in the VFX industry, but is applicable to any field where it&#8217;s [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://code.google.com/p/rez-config/'>http://code.google.com/p/rez-config/</a><br/><strong>Project Page</strong>: <a href='http://github.com/nerdvegas/rez'>http://github.com/nerdvegas/rez</a><br/><strong>Language</strong>: Python<br/><strong>Platform</strong>: Linux<br/><strong>License</strong>: GNU Lesser GPL<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Rez is an integrated package configuration, build and deployment system for software. With Rez you can request a set of packages, and it will create a resolved shell that contains all the dependencies you need, while avoiding version clashes. It is used primarily in the VFX industry, but is applicable to any field where it&#8217;s necessary to manage many versions of internally-developed projects and their dependencies.</p>
<p style="text-align: justify;">It includes a cmake-based build system which is integrated into the package resolution system, and a deployment system for releasing packages to a central location, and updating the repository.</p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://code.google.com/p/rez-config/'>http://code.google.com/p/rez-config/</a><br/><strong>Project Page</strong>: <a href='http://github.com/nerdvegas/rez'>http://github.com/nerdvegas/rez</a><br/><strong>Language</strong>: Python<br/><strong>Platform</strong>: Linux<br/><strong>License</strong>: GNU Lesser GPL<br/></p>]]></content:encoded>
			<wfw:commentRss>http://opensourcevfx.org/2012/05/rez/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<item>
		<title>Alembic</title>
		<link>http://opensourcevfx.org/2011/08/alembic/</link>
		<comments>http://opensourcevfx.org/2011/08/alembic/#comments</comments>
		<pubDate>Tue, 09 Aug 2011 09:00:04 +0000</pubDate>
		<dc:creator>Rob Bredow</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[file format]]></category>
		<category><![CDATA[geometry]]></category>
		<category><![CDATA[katana]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[modo]]></category>
		<category><![CDATA[nuke]]></category>
		<category><![CDATA[pipeline]]></category>
		<category><![CDATA[renderman]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=588</guid>
		<description><![CDATA[Alembic is an open computer graphics interchange framework. Alembic distills complex, animated scenes into a non-procedural, application-independent set of baked geometric results. This ‘distillation&#8217; of scenes into baked geometry is exactly analogous to the distillation of lighting and rendering scenes into rendered image data. Alembic is focused on efficiently storing the computed results of complex [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://alembic.io/'>http://alembic.io/</a><br/><strong>Project Page</strong>: <a href='http://code.google.com/p/alembic/'>http://code.google.com/p/alembic/</a><br/><strong>Language</strong>: C++, Python<br/><strong>Platform</strong>: Linux, OSX, Windows<br/><strong>License</strong>: New BSD License<br/><strong>Sponsor</strong>: Sony Pictures Imageworks, Lucasfilm<br/></p>]]></description>
			<content:encoded><![CDATA[<p>Alembic is an open computer graphics interchange framework. Alembic distills complex, animated scenes into a non-procedural, application-independent set of baked geometric results. This ‘distillation&#8217; of scenes into baked geometry is exactly analogous to the distillation of lighting and rendering scenes into rendered image data.</p>
<p>Alembic is focused on efficiently storing the computed results of complex procedural geometric constructions. It is very specifically NOT concerned with storing the complex dependency graph of procedural tools used to create the computed results. For example, Alembic will efficiently store the animated vertex positions and animated transforms that result from an arbitrarily complex animation and simulation process which could involve enveloping, corrective shapes, volume-preserving simulations, cloth and flesh simulations, and so on. Alembic will not attempt to store a representation of the network of computations (rigs, basically) which are required to produce the final, animated vertex positions and animated transforms.</p>
<p>The production ready version of Alembic 1.0 was announced at Siggraph 2011 and released on August 9th, 2011 by Lucasfilm and Sony Pictures Imageworks with support from major vendors including Autodesk, Side Effects Software, The Foundry, Luxology, Pixar&#8217;s Renderman and NVidia.</p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://alembic.io/'>http://alembic.io/</a><br/><strong>Project Page</strong>: <a href='http://code.google.com/p/alembic/'>http://code.google.com/p/alembic/</a><br/><strong>Language</strong>: C++, Python<br/><strong>Platform</strong>: Linux, OSX, Windows<br/><strong>License</strong>: New BSD License<br/><strong>Sponsor</strong>: Sony Pictures Imageworks, Lucasfilm<br/></p>]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>pimath</title>
		<link>http://opensourcevfx.org/2011/08/pimath/</link>
		<comments>http://opensourcevfx.org/2011/08/pimath/#comments</comments>
		<pubDate>Sat, 06 Aug 2011 23:48:07 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[math]]></category>
		<category><![CDATA[pipeline]]></category>
		<category><![CDATA[python]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=596</guid>
		<description><![CDATA[Pimath is a boost.python binding for the IMath library that is part of the OpenEXR project. Pimath binds the Imath API as closely as possible. Each hpp file contains a comment block at the top, highlighting cases where the bindings differ and why. Common reasons include: Making a function signature more Pythonic; Removing slightly optimised [...]
<p class='projectfields'><strong>Project Page</strong>: <a href='http://code.google.com/p/pimath/'>http://code.google.com/p/pimath/</a><br/><strong>Language</strong>: C++, python<br/><strong>Platform</strong>: All<br/><strong>License</strong>: New BSD Licence<br/><strong>Sponsor</strong>: Dr. D. Studios<br/></p>]]></description>
			<content:encoded><![CDATA[<p>Pimath is a boost.python binding for the IMath library that is part of the OpenEXR project.</p>
<p>Pimath binds the Imath API as closely as possible. Each hpp file contains a comment block at the top, highlighting cases where the bindings differ and why. Common reasons include:</p>
<p>Making a function signature more Pythonic;<br />
Removing slightly optimised functions (where the overhead of python itself would vastly outweigh the optimisation);<br />
Removing API redundancy;<br />
Changing misleading Imath function names (rare).<br />
Nice things about pimath:</p>
<p>It provides integral template instantiations where possible &#8211; eg V3i;<br />
It provides &#8216;half&#8217; template instantiations where possible &#8211; eg M33h;<br />
It provides to- and from-python conversion for the Imath &#8216;half&#8217; type;<br />
It spreads type instantiation over several cpp files for quick multithreaded compiling.<br />
It&#8217;s organised as a mirror image of Imath &#8211; it has corresponding headers, and a free function in Imath is a free function in pimath. If you know Imath, you know pimath.</p>

<p class='projectfields'><strong>Project Page</strong>: <a href='http://code.google.com/p/pimath/'>http://code.google.com/p/pimath/</a><br/><strong>Language</strong>: C++, python<br/><strong>Platform</strong>: All<br/><strong>License</strong>: New BSD Licence<br/><strong>Sponsor</strong>: Dr. D. Studios<br/></p>]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>SeExpr</title>
		<link>http://opensourcevfx.org/2011/07/seexpr/</link>
		<comments>http://opensourcevfx.org/2011/07/seexpr/#comments</comments>
		<pubDate>Fri, 08 Jul 2011 15:07:41 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[image-processing]]></category>
		<category><![CDATA[math]]></category>
		<category><![CDATA[texture]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=584</guid>
		<description><![CDATA[Arithmetic expressions appear in almost every animation system ever created. Being able to embed an expression language in a piece of custom software allows an amazing degree of artistic freedom. At Disney artists have enjoyed using expressions because they allow just enough flexibility without being overwhelming to non-programmer users. Developers have enjoyed them too for [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.disneyanimation.com/technology/seexpr.html'>http://www.disneyanimation.com/technology/seexpr.html</a><br/><strong>Project Page</strong>: <a href='http://github.com/wdas/seexpr/'>http://github.com/wdas/seexpr/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, OSX, 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;">Arithmetic expressions appear in almost every animation system ever created. Being able to embed an expression language in a piece of custom software allows an amazing degree of artistic freedom. At Disney artists have enjoyed using expressions because they allow just enough flexibility without being overwhelming to non-programmer users. Developers have enjoyed them too for quick prototyping and deployment of fixes to production needs.</p>
<h2>History</h2>
<p style="text-align: justify;">At Disney there have been various expression languages. SeExpr started as a language for our procedural geometry instancing tool, XGen. Work was done to generalize it into something that could be used in other contexts. Later it was integrated into paint3d, our texture painting facility, which opened the door to procedural synthesis. More recently, we have integrated it as a way of defining procedural controls to physical dynamical simulations and render time particle instancing.</p>
<p style="text-align: justify;">Expressions can be seen as a way of allowing customization of inner loops. This is contrast to scripting which is mostly aimed at gluing large parts of code base together. So in this sense, C++ forms the center of your application, python could be used to put pieces of it together, and SeExpr is used to customize tight inner loops.</p>
<h2>Major Features</h2>
<ul>
<li>Arithmetic expression of scalar/vector types</li>
<li>Large library of builtin functions</li>
<li>Extensible variables and functions (including with DSOs)</li>
<li>Simple to embed in any program</li>
</ul>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.disneyanimation.com/technology/seexpr.html'>http://www.disneyanimation.com/technology/seexpr.html</a><br/><strong>Project Page</strong>: <a href='http://github.com/wdas/seexpr/'>http://github.com/wdas/seexpr/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, OSX, 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>
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		<item>
		<title>Afanasy</title>
		<link>http://opensourcevfx.org/2011/05/afanasy/</link>
		<comments>http://opensourcevfx.org/2011/05/afanasy/#comments</comments>
		<pubDate>Mon, 02 May 2011 16:11:47 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[pipeline]]></category>
		<category><![CDATA[python]]></category>
		<category><![CDATA[render queue]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[web UI]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=580</guid>
		<description><![CDATA[Afanasy is a free and open source tool to control remote computing. You can compute anything quicker using a render farm &#8211; remote computers connected by a network. Afanasy is designed for computer graphics (3d rendering and 2d compositing) parallel calculation. It can compute different frames (or even parts of frames) on several computers simultaneously. [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://cgru.sourceforge.net/afanasy/doc/afanasy.html'>http://cgru.sourceforge.net/afanasy/doc/afanasy.html</a><br/><strong>Project Page</strong>: <a href='http://sourceforge.net/projects/cgru/'>http://sourceforge.net/projects/cgru/</a><br/><strong>Language</strong>: C++, python<br/><strong>Platform</strong>: All<br/><strong>License</strong>: GPL<br/></p>]]></description>
			<content:encoded><![CDATA[<p>Afanasy is a free and open source tool to control remote computing. You can compute anything quicker using a render farm &#8211; remote computers connected by a network. Afanasy is designed for computer graphics (3d rendering and 2d compositing) parallel calculation. It can compute different frames (or even parts of frames) on several computers simultaneously.</p>
<p>Afanasy provides render farm monitoring. It is very important to watch computers resources during the render process. You can see what kind of resource (CPU, memory, network etc.) is needed to render. It is very useful to know what your farm hosts are doing.</p>
<p>The Afanasy engine simply runs different command lines on hosts and controls running processes. You can use Afanasy to parallel calculate anything you can describe (split) through command lines.</p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://cgru.sourceforge.net/afanasy/doc/afanasy.html'>http://cgru.sourceforge.net/afanasy/doc/afanasy.html</a><br/><strong>Project Page</strong>: <a href='http://sourceforge.net/projects/cgru/'>http://sourceforge.net/projects/cgru/</a><br/><strong>Language</strong>: C++, python<br/><strong>Platform</strong>: All<br/><strong>License</strong>: GPL<br/></p>]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Partio</title>
		<link>http://opensourcevfx.org/2011/02/partio/</link>
		<comments>http://opensourcevfx.org/2011/02/partio/#comments</comments>
		<pubDate>Fri, 18 Feb 2011 16:08:14 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[houdini]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[particles]]></category>
		<category><![CDATA[pointClouds]]></category>
		<category><![CDATA[renderman]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=578</guid>
		<description><![CDATA[Particles are an important part of effects work, because they allow free-form information in 3D space. Unfortunately, there is no standard format for particles akin to Wavefront .obj. Most animation systems have their own proprietary particle formats. For example Maya uses the binary and ascii particle database formats .pdb and .pda file formats. Houdini uses [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.disneyanimation.com/technology/partio.html'>http://www.disneyanimation.com/technology/partio.html</a><br/><strong>Project Page</strong>: <a href='https://github.com/wdas/partio'>https://github.com/wdas/partio</a><br/><strong>Language</strong>: C++ Python<br/><strong>Platform</strong>: Linux, OSX, 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;">Particles are an important part of effects work, because they allow free-form information in 3D space. Unfortunately, there is no standard format for particles akin to Wavefront .obj.  Most animation systems have their own proprietary particle formats. For example Maya uses the binary and ascii particle database formats .pdb and .pda file formats. Houdini uses the .geo and .bgeo geometry uber formats. Renderers typically have their own point cloud format such as RenderMan&#8217;s PTC format and Houdini&#8217;s .pc.  All of these formats share a common theme. They allow particles to be iterated or indexed and associate a customizable set of attributes with them. The goal of Partio is to provide a unified interface akin to unified image libraries that makes it easier to load, save, and manipulate particle files.</p>
<p style="text-align: justify;">

<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.disneyanimation.com/technology/partio.html'>http://www.disneyanimation.com/technology/partio.html</a><br/><strong>Project Page</strong>: <a href='https://github.com/wdas/partio'>https://github.com/wdas/partio</a><br/><strong>Language</strong>: C++ Python<br/><strong>Platform</strong>: Linux, OSX, 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>
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		<item>
		<title>Open Color I/O</title>
		<link>http://opensourcevfx.org/2011/02/open-color-io/</link>
		<comments>http://opensourcevfx.org/2011/02/open-color-io/#comments</comments>
		<pubDate>Tue, 15 Feb 2011 16:20:24 +0000</pubDate>
		<dc:creator>Rob Bredow</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[Color]]></category>
		<category><![CDATA[Color Science]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=573</guid>
		<description><![CDATA[OpenColorIO (OCIO) is an open source color management project sponsored by Sony Pictures Imageworks. Based on development started in 2003, OpenColorIO enables color transforms and image display to be handled in a consistent manner across multiple graphics applications (compositors, image playback tools, renderers, color grading, etc). Unlike other color management solutions, OCIO is geared towards [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://opencolorio.org/'>http://opencolorio.org/</a><br/><strong>Project Page</strong>: <a href='https://github.com/imageworks/OpenColorIO'>https://github.com/imageworks/OpenColorIO</a><br/><strong>Language</strong>: C++, Python<br/><strong>Platform</strong>: Linux, OSX, Windows<br/><strong>License</strong>: Open BSD<br/><strong>Sponsor</strong>: Sony Pictures Imageworks<br/></p>]]></description>
			<content:encoded><![CDATA[<p>OpenColorIO (OCIO) is an open source color management project sponsored by Sony Pictures Imageworks. Based on development started in 2003, OpenColorIO enables color transforms and image display to be handled in a consistent manner across multiple graphics applications (compositors, image playback tools, renderers, color grading, etc). Unlike other color management solutions, OCIO is geared towards motion-picture post production and is suitable for both visual effects work and animated features.</p>
<p>OpenColorIO has been used on dozens of feature films including Alice in Wonderland, Cloudy With A Chance Of Meatballs, Spiderman(s), Surf&#8217;s Up, and Watchmen.</p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://opencolorio.org/'>http://opencolorio.org/</a><br/><strong>Project Page</strong>: <a href='https://github.com/imageworks/OpenColorIO'>https://github.com/imageworks/OpenColorIO</a><br/><strong>Language</strong>: C++, Python<br/><strong>Platform</strong>: Linux, OSX, Windows<br/><strong>License</strong>: Open BSD<br/><strong>Sponsor</strong>: Sony Pictures Imageworks<br/></p>]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Open Shading Language (OSL)</title>
		<link>http://opensourcevfx.org/2011/02/open-shading-language-osl/</link>
		<comments>http://opensourcevfx.org/2011/02/open-shading-language-osl/#comments</comments>
		<pubDate>Tue, 15 Feb 2011 16:16:00 +0000</pubDate>
		<dc:creator>Rob Bredow</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[Languages]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[Shading]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=569</guid>
		<description><![CDATA[The OSL project includes a complete language specification, a compiler from OSL to an intermediate assembly-like bytecode, a runtime library interpreter that executes the shaders (including just-in-time machine code generation using LLVM), and extensive standard shader function library. These all exist as libraries with straightforward C++ APIs, and so may be easily integrated into existing [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.imageworks.com/?p=osl'>http://opensource.imageworks.com/?p=osl</a><br/><strong>Project Page</strong>: <a href='http://code.google.com/p/openshadinglanguage/'>http://code.google.com/p/openshadinglanguage/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, OSX, Windows<br/><strong>License</strong>: New BSD<br/><strong>Sponsor</strong>: Sony Pictures Imageworks<br/></p>]]></description>
			<content:encoded><![CDATA[<p>The OSL project includes a complete language specification, a compiler from OSL to an intermediate assembly-like bytecode, a runtime library interpreter that executes the shaders (including just-in-time machine code generation using LLVM), and extensive standard shader function library. These all exist as libraries with straightforward C++ APIs, and so may be easily integrated into existing renderers, compositing packages, image processing tools, or other applications. Additionally, the source code can be easily customized to allow for renderer-specific extensions or alterations, or custom back-ends to translate to GPUs or other special hardware.</p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.imageworks.com/?p=osl'>http://opensource.imageworks.com/?p=osl</a><br/><strong>Project Page</strong>: <a href='http://code.google.com/p/openshadinglanguage/'>http://code.google.com/p/openshadinglanguage/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, OSX, Windows<br/><strong>License</strong>: New BSD<br/><strong>Sponsor</strong>: Sony Pictures Imageworks<br/></p>]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Arsenal Suite</title>
		<link>http://opensourcevfx.org/2011/01/arsenal-suite/</link>
		<comments>http://opensourcevfx.org/2011/01/arsenal-suite/#comments</comments>
		<pubDate>Tue, 18 Jan 2011 15:47:16 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[pipeline]]></category>
		<category><![CDATA[pyQt]]></category>
		<category><![CDATA[python]]></category>
		<category><![CDATA[render queue]]></category>
		<category><![CDATA[rendering]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=558</guid>
		<description><![CDATA[Originally developed by Blur Studio, Arsenal was a replacement for 3dsmax&#8217;s BackBurner. It&#8217;s now a robust render management platform supporting many renderers, including 3dsmax, Maya, Houdini, 3delight, XSI, Nuke, Fusion, Shake and After Effects. The core is written in C++ using Qt, and PyQt is used to extend Python interfaces. There are GUI tools to [...]
<p class='projectfields'><strong>Project Page</strong>: <a href='http://code.google.com/p/arsenalsuite/'>http://code.google.com/p/arsenalsuite/</a><br/><strong>Language</strong>: C++ Python<br/><strong>Platform</strong>: Windows, Linux<br/><strong>License</strong>: <a href="http://www.gnu.org/licenses/old-licenses/gpl-2.0.html" target="_blank">GNU GPL v2</a><br/><strong>Sponsor</strong>: Blur Studio<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Originally developed by <a href="http://www.blur.com/" target="_blank">Blur Studio</a>, Arsenal was a replacement for 3dsmax&#8217;s BackBurner. It&#8217;s now a robust render management platform supporting many renderers, including 3dsmax, Maya, Houdini, 3delight, XSI, Nuke, Fusion, Shake and After Effects.</p>
<p style="text-align: justify;">The core is written in C++ using Qt, and PyQt is used to extend Python interfaces. There are GUI tools to manage the queue, custom submitters for some packages, and a generic Python API for others.</p>

<p class='projectfields'><strong>Project Page</strong>: <a href='http://code.google.com/p/arsenalsuite/'>http://code.google.com/p/arsenalsuite/</a><br/><strong>Language</strong>: C++ Python<br/><strong>Platform</strong>: Windows, Linux<br/><strong>License</strong>: <a href="http://www.gnu.org/licenses/old-licenses/gpl-2.0.html" target="_blank">GNU GPL v2</a><br/><strong>Sponsor</strong>: Blur Studio<br/></p>]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Jupiter Skin</title>
		<link>http://opensourcevfx.org/2010/11/jupiter-skin/</link>
		<comments>http://opensourcevfx.org/2010/11/jupiter-skin/#comments</comments>
		<pubDate>Tue, 02 Nov 2010 21:51:29 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[IBL]]></category>
		<category><![CDATA[pointClouds]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[renderman]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=551</guid>
		<description><![CDATA[Jupiter Skin is a project container for several skin shaders developed by /*jupiter jazz*/. At the moment this project features the following shaders: Jupiter SGI Skin Jupiter Spherical Gradient Illumination Skin is a 3Delight RenderMan shader that reads scanned RGB world space normal maps for 3 different wavelengths (red, green, blue), and a fourth normal map [...]
<p class='projectfields'><strong>Project Page</strong>: <a href='http://code.google.com/p/jupiterskin/'>http://code.google.com/p/jupiterskin/</a><br/><strong>Language</strong>: Renderman Shading Language<br/><strong>Platform</strong>: Linux, OSX, Windows<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/bsd-license.php">New BSD License</a><br/><strong>Sponsor</strong>: Jupiter Jazz<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;"><span style="font-weight: normal; font-size: 13px;">Jupiter Skin is a project container for several skin shaders developed by <a href="http://www.jupiter-jazz.com/" target="_blank"><tt>/*jupiter jazz*/</tt></a>.</span></p>
<p style="text-align: justify;">At the moment this project features the following shaders:</p>
<ul>
<li>Jupiter SGI Skin</li>
</ul>
<p style="text-align: justify;">Jupiter Spherical Gradient Illumination Skin is a 3Delight RenderMan shader that reads scanned RGB world space normal maps for 3 different wavelengths (red, green, blue), and a fourth normal map to be used in the specular term.</p>
<p style="text-align: justify;"><span id="more-551"></span></p>
<p style="text-align: justify;">This technique, presented at:</p>
<p><a rel="nofollow" href="http://gl.ict.usc.edu/Research/FaceScanning/">http://gl.ict.usc.edu/Research/FaceScanning/</a></p>
<p style="text-align: justify;">allows the user to re-create the appear of the subtle <strong>subsurface effects</strong> of skin, together with <strong>self-shadowing</strong> and <strong>inter-reflections</strong>.</p>
<p style="text-align: justify;">Once the texture are acquired:</p>
<ul>
<li style="text-align: justify;">The three normal maps for the Lambertian diffuse term contain increasing detail as the light wavelength decreases.</li>
<li style="text-align: justify;">The normal map for the blue wavelength contains more detail than the normal map for the green wavelength, which in turn contains more detail than the red wavelength map.</li>
<li style="text-align: justify;">The specular normal map is used to drive the specular contribution (and the reflections), with the specular term being comprised of two specular lobes based on the Torrance-Sparrow model.</li>
</ul>
<p style="text-align: justify;">The user has the possibility of selecting between two microfacet distribution functions used:</p>
<ul>
<li style="text-align: justify;">the <strong>Beckmann microfacet distribution</strong>, as suggested in the publication by Robert L. Cook and Kenneth E. Torrance, &#8220;A reflectance model for computer graphics&#8221;</li>
</ul>
<ul>
<li style="text-align: justify;">a <strong>Gaussian distribution</strong>, which is cheaper to compute and produces slightly softer results.</li>
</ul>
<p style="text-align: justify;">The weight of each of the specular lobe&#8217;s contribution can also be controlled directly by the user, or it can be made automatically via the extracted data in the specular intensity image.</p>
<p style="text-align: justify;">Notice also that this shader provides optionally a full two pass (point cloud based)subsurface term as well for greater flexibility.</p>
<p style="text-align: justify;">This work has been sponsored by <strong>Srinivas M. Mohan</strong> (Indian Artists Computer Graphics Pvt. Ltd.) for the movie <a rel="nofollow" href="http://en.wikipedia.org/wiki/Endhiran">*Endhiran*</a>, and it is based on:</p>
<ul style="text-align: justify;">
<li style="text-align: justify;"><a rel="nofollow" href="http://gl.ict.usc.edu/Research/FaceScanning/">&#8220;Rapid Acquisition of Specular and Diffuse Normal Maps from Polarized Spherical Gradient Illumination&#8221;</a>.  By Wan Chun Ma, Tim Hawkins, Pieter Peers, Charles-Felix Chabert, Malte Weiss, Paul Debevec.  University of Southern California Institute for Creative Technologies.  Eurographics Symposium on Rendering 2007.</li>
<li><a rel="nofollow" href="http://gl.ict.usc.edu/Research/SpecularRoughness/">&#8220;Estimating Specular Roughness and Anisotropy from Second Order Spherical Gradient Illumination”</a>.  By Abhijeet Ghosh , Tongbo Chen, Pieters Peers, Cyrus A. Wilson, Paul Debevec.  University of Southern California Institute for Creative Technologies.  Eurographics Symposium on Rendering 2009.</li>
</ul>

<p class='projectfields'><strong>Project Page</strong>: <a href='http://code.google.com/p/jupiterskin/'>http://code.google.com/p/jupiterskin/</a><br/><strong>Language</strong>: Renderman Shading Language<br/><strong>Platform</strong>: Linux, OSX, Windows<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/bsd-license.php">New BSD License</a><br/><strong>Sponsor</strong>: Jupiter Jazz<br/></p>]]></content:encoded>
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		</item>
		<item>
		<title>OpenFX</title>
		<link>http://opensourcevfx.org/2010/09/openfx/</link>
		<comments>http://opensourcevfx.org/2010/09/openfx/#comments</comments>
		<pubDate>Tue, 21 Sep 2010 21:56:17 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[2d]]></category>
		<category><![CDATA[API]]></category>
		<category><![CDATA[compositing]]></category>
		<category><![CDATA[plugin]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=520</guid>
		<description><![CDATA[OpenFX is an open standard for visual effects plug-ins. It allows plug-ins written to the standard to work on any application that supports the standard. This avoids the current per application fragmentation of plug-in development and support, which causes much heartache to everyone, plug-in developers, application developers and end users alike The core aims of [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://openfx.sourceforge.net/'>http://openfx.sourceforge.net/</a><br/><strong>Project Page</strong>: <a href='http://sourceforge.net/projects/openfx/'>http://sourceforge.net/projects/openfx/</a><br/><strong>Language</strong>: c++<br/><strong>Platform</strong>: Linux, OS X, Windows<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/bsd-license.php" target="_blank">BSD</a><br/><strong>Sponsor</strong>: The Foundry, Autodesk, Gen-Arts, FilmLight, Assimilate, Re-Vision Effects<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;"><span style="font-weight: normal; font-size: 13px;">OpenFX is an open standard for visual effects plug-ins. It allows plug-ins written to the standard to work on any application that supports the standard. This avoids the current per application fragmentation of plug-in development and support, which causes much heartache to everyone, plug-in developers, application developers and end users alike</span></p>
<p style="text-align: justify;"><span style="font-weight: normal; font-size: 13px;">The core aims of OpenFX were established early on, these are&#8230;</span></p>
<ul style="text-align: justify;">
<li>to develop a standard for writing visual effects plug-ins,</li>
<li>to develop that standard with a broad consensus within the industry,</li>
<li>have that standard be vendor and operating system neutral,</li>
<li>have that standard be sufficiently flexible that it supports a wide range of visual effects systems, from editors to compositors.</li>
</ul>
<p style="text-align: justify;">Subsidiary aims are,</p>
<ul style="text-align: justify;">
<li>have the standard be expandable to other areas in the future, for example sound plug-ins or image i/o plug-ins,</li>
<li>have any expansion of the standard be done in such a manner so that hosts can easily support plug-ins using differerent versions of the API,</li>
<li>have plug-ins written to the standard be tunable to the host system they are running on,</li>
<li>allow hosts to provide extra custom functionality to plugins that wish to use it.</li>
</ul>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://openfx.sourceforge.net/'>http://openfx.sourceforge.net/</a><br/><strong>Project Page</strong>: <a href='http://sourceforge.net/projects/openfx/'>http://sourceforge.net/projects/openfx/</a><br/><strong>Language</strong>: c++<br/><strong>Platform</strong>: Linux, OS X, Windows<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/bsd-license.php" target="_blank">BSD</a><br/><strong>Sponsor</strong>: The Foundry, Autodesk, Gen-Arts, FilmLight, Assimilate, Re-Vision Effects<br/></p>]]></content:encoded>
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		</item>
		<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/><strong>Sponsor</strong>: Jupiter Jazz<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"></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/><strong>Sponsor</strong>: Jupiter Jazz<br/></p>]]></content:encoded>
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		<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>
		<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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		</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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		<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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		<slash:comments>0</slash:comments>
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		<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>
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		<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://openpipeline.cc/Language: 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://openpipeline.cc/'>http://openpipeline.cc/</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://openpipeline.cc/'>http://openpipeline.cc/</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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		<slash:comments>0</slash:comments>
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		<item>
		<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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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<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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		<slash:comments>0</slash:comments>
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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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		<slash:comments>0</slash:comments>
		</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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		<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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		</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>
		</item>
		<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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		<slash:comments>0</slash:comments>
		</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>
		<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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		<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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		<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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		</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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		</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>
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		<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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		<slash:comments>0</slash:comments>
		</item>
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