Archives for posts with tag: 3d

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’ 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 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.

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’s Renderman and NVidia.

Home Page: http://alembic.io/
Project Page: http://code.google.com/p/alembic/
Language: C++, Python
Platform: Linux, OSX, Windows
License: New BSD License
Sponsor: Sony Pictures Imageworks, Lucasfilm

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’s PTC format and Houdini’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.

Home Page: http://www.disneyanimation.com/technology/partio.html
Project Page: https://github.com/wdas/partio
Language: C++ Python
Platform: Linux, OSX, Windows
License: New BSD
Sponsor: Walt Disney Animation Studios

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 to be used in the specular term.

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Project Page: http://code.google.com/p/jupiterskin/
Language: Renderman Shading Language
Platform: Linux, OSX, Windows
License: New BSD License
Sponsor: Jupiter Jazz

StudioNEST Essence is the base library of all of our 3D tools.

It contains several C++ classes from simple string operations down to complex geometric operations. Essence can give you a boost when developing, by providing all of the basic framework you need.

Home Page: http://opensource.studionestbarcelona.com/studio_NEST/essence.html
Project Page: http://github.com/studioNEST/Essence
Language: C++
Platform: Windows, Linux
License: LGPL v3
Sponsor: StudioNest

StudioNEST Melena is a fur styling and simulation framework based on Autodesk Softimage ICE.
It provides a collection of node graph compounds to create various effects for realistic to cartoony hair and fur.

Home Page: http://opensource.studionestbarcelona.com/studio_NEST/melena.html
Project Page: http://github.com/studioNEST/Melena
Language: C++
Platform: Windows, Linux
License: LGPL v3
Sponsor: StudioNest