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	<title>openSourceVFX.org &#187; c++</title>
	<atom:link href="http://opensourcevfx.org/tag/c/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>Wed, 23 Nov 2011 10:42:24 +0000</lastBuildDate>
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		<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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		</item>
		<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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		</item>
		<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>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>Essence</title>
		<link>http://opensourcevfx.org/2010/09/essence/</link>
		<comments>http://opensourcevfx.org/2010/09/essence/#comments</comments>
		<pubDate>Tue, 28 Sep 2010 14:08:45 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Zombies]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[geometry]]></category>
		<category><![CDATA[math]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=535</guid>
		<description><![CDATA[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.htmlProject Page: http://github.com/studioNEST/EssenceLanguage: C++Platform: Windows, LinuxLicense: LGPL v3 Sponsor: StudioNest
<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.studionestbarcelona.com/studio_NEST/essence.html'>http://opensource.studionestbarcelona.com/studio_NEST/essence.html</a><br/><strong>Project Page</strong>: <a href='http://github.com/studioNEST/Essence'>http://github.com/studioNEST/Essence</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Windows, Linux<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/lgpl-3.0.html" target="_blank">LGPL v3
</a><br/><strong>Sponsor</strong>: StudioNest<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;"><a href="http://www.studionestbarcelona.com/">StudioNEST</a> Essence is the base library of all of our 3D tools.</p>
<p style="text-align: justify;">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.</p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.studionestbarcelona.com/studio_NEST/essence.html'>http://opensource.studionestbarcelona.com/studio_NEST/essence.html</a><br/><strong>Project Page</strong>: <a href='http://github.com/studioNEST/Essence'>http://github.com/studioNEST/Essence</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Windows, Linux<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/lgpl-3.0.html" target="_blank">LGPL v3
</a><br/><strong>Sponsor</strong>: StudioNest<br/></p>]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Melena</title>
		<link>http://opensourcevfx.org/2010/09/melena/</link>
		<comments>http://opensourcevfx.org/2010/09/melena/#comments</comments>
		<pubDate>Tue, 28 Sep 2010 14:04:16 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Zombies]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[dynamics]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[simulation]]></category>
		<category><![CDATA[softimage]]></category>
		<category><![CDATA[xsi]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=533</guid>
		<description><![CDATA[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.htmlProject Page: http://github.com/studioNEST/MelenaLanguage: C++Platform: Windows, LinuxLicense: LGPL v3Sponsor: StudioNest
<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.studionestbarcelona.com/studio_NEST/melena.html'>http://opensource.studionestbarcelona.com/studio_NEST/melena.html</a><br/><strong>Project Page</strong>: <a href='http://github.com/studioNEST/Melena'>http://github.com/studioNEST/Melena</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Windows, Linux<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/lgpl-3.0.html" target="_blank">LGPL v3</a><br/><strong>Sponsor</strong>: StudioNest<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;"><a href="http://www.studionestbarcelona.com/">StudioNEST</a> Melena is a fur styling and simulation framework based on Autodesk Softimage ICE.<br />
It provides a collection of node graph compounds to create various effects for realistic to cartoony hair and fur.</p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.studionestbarcelona.com/studio_NEST/melena.html'>http://opensource.studionestbarcelona.com/studio_NEST/melena.html</a><br/><strong>Project Page</strong>: <a href='http://github.com/studioNEST/Melena'>http://github.com/studioNEST/Melena</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Windows, Linux<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/lgpl-3.0.html" target="_blank">LGPL v3</a><br/><strong>Sponsor</strong>: StudioNest<br/></p>]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Momentum</title>
		<link>http://opensourcevfx.org/2010/09/momentum/</link>
		<comments>http://opensourcevfx.org/2010/09/momentum/#comments</comments>
		<pubDate>Tue, 28 Sep 2010 14:01:04 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Zombies]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[dynamics]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[simulation]]></category>
		<category><![CDATA[softimage]]></category>
		<category><![CDATA[xsi]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=531</guid>
		<description><![CDATA[StudioNEST Momentum is an integration of the Bullet Physics engine for Autodesk Softimage. Momentum allows you to do very precise rigid body dynamics with high performance including full control over the simulation using the ICE framework. http://www.studionestbarcelona.com/ Home Page: http://opensource.studionestbarcelona.com/studio_NEST/momentum.htmlProject Page: http://github.com/studioNEST/MomentumLanguage: C++Platform: Windows, LinuxLicense: LGPL v3Sponsor: StudioNest
<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.studionestbarcelona.com/studio_NEST/momentum.html'>http://opensource.studionestbarcelona.com/studio_NEST/momentum.html</a><br/><strong>Project Page</strong>: <a href='http://github.com/studioNEST/Momentum'>http://github.com/studioNEST/Momentum</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Windows, Linux<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/lgpl-3.0.html" target="_blank">LGPL v3</a><br/><strong>Sponsor</strong>: StudioNest<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;"><a href="http://www.studionestbarcelona.com/">StudioNEST</a> Momentum is an integration of the Bullet Physics engine for Autodesk Softimage.</p>
<p style="text-align: justify;">Momentum  allows you to do very precise rigid body dynamics with high performance  including full control over the simulation using the ICE framework.</p>
<div id="_mcePaste" style="overflow: hidden; position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px;">http://www.studionestbarcelona.com/</div>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.studionestbarcelona.com/studio_NEST/momentum.html'>http://opensource.studionestbarcelona.com/studio_NEST/momentum.html</a><br/><strong>Project Page</strong>: <a href='http://github.com/studioNEST/Momentum'>http://github.com/studioNEST/Momentum</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Windows, Linux<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/lgpl-3.0.html" target="_blank">LGPL v3</a><br/><strong>Sponsor</strong>: StudioNest<br/></p>]]></content:encoded>
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		</item>
		<item>
		<title>Kratos</title>
		<link>http://opensourcevfx.org/2010/09/kratos/</link>
		<comments>http://opensourcevfx.org/2010/09/kratos/#comments</comments>
		<pubDate>Tue, 28 Sep 2010 13:58:29 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Zombies]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[dynamics]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[softimage]]></category>
		<category><![CDATA[xsi]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=529</guid>
		<description><![CDATA[StudioNEST Kratos is a toolset for volumetric as well as polygon-based shattering for Autodesk Softimage. In conjunction with studioNEST Momentum Kratos can be used to create realistic destruction effects. Home Page: http://opensource.studionestbarcelona.com/studio_NEST/kratos.htmlProject Page: http://github.com/studioNEST/KratosLanguage: C++Platform: Windows, LinuxLicense: LGPL v3Sponsor: StudioNest
<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.studionestbarcelona.com/studio_NEST/kratos.html'>http://opensource.studionestbarcelona.com/studio_NEST/kratos.html</a><br/><strong>Project Page</strong>: <a href='http://github.com/studioNEST/Kratos'>http://github.com/studioNEST/Kratos</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Windows, Linux<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/lgpl-3.0.html" target="_blank">LGPL v3</a><br/><strong>Sponsor</strong>: StudioNest<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;"><a href="http://www.studionestbarcelona.com/">StudioNEST</a> Kratos is a toolset for  volumetric as well as polygon-based shattering for Autodesk Softimage.  In conjunction with studioNEST Momentum Kratos can be used to create realistic destruction effects.</p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.studionestbarcelona.com/studio_NEST/kratos.html'>http://opensource.studionestbarcelona.com/studio_NEST/kratos.html</a><br/><strong>Project Page</strong>: <a href='http://github.com/studioNEST/Kratos'>http://github.com/studioNEST/Kratos</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Windows, Linux<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/lgpl-3.0.html" target="_blank">LGPL v3</a><br/><strong>Sponsor</strong>: StudioNest<br/></p>]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Brigks</title>
		<link>http://opensourcevfx.org/2010/09/briqks/</link>
		<comments>http://opensourcevfx.org/2010/09/briqks/#comments</comments>
		<pubDate>Tue, 28 Sep 2010 13:53:59 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Zombies]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[dynamics]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[simulation]]></category>
		<category><![CDATA[softimage]]></category>
		<category><![CDATA[xsi]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=525</guid>
		<description><![CDATA[StudioNEST Brigks is a collection of kinematic solvers for Autodesk Softimage. With StudioNEST Brigks you can build very efficient rigs that don&#8217;t require to setup overly complex object hierarchies. Since the source code of the kinematics solvers is provided, implementations of matching kinematic solvers can be achieved for other packages as well as standalone applications. [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.studionestbarcelona.com/studio_NEST/briqks.html'>http://opensource.studionestbarcelona.com/studio_NEST/briqks.html</a><br/><strong>Project Page</strong>: <a href='http://github.com/studioNEST/Brigks'>http://github.com/studioNEST/Brigks</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Windows, Linux<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/lgpl-3.0.html" target="_blank">LGPL V3</a><br/><strong>Sponsor</strong>: StudioNest<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;"><a href="http://www.studionestbarcelona.com/">StudioNEST</a> Brigks is a collection of kinematic solvers for Autodesk Softimage.</p>
<p style="text-align: justify;">With StudioNEST Brigks  you can build very efficient rigs that don&#8217;t require to setup overly  complex object hierarchies. Since the source code of the kinematics  solvers is provided, implementations of matching kinematic solvers can  be achieved for other packages as well as standalone applications.</p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.studionestbarcelona.com/studio_NEST/briqks.html'>http://opensource.studionestbarcelona.com/studio_NEST/briqks.html</a><br/><strong>Project Page</strong>: <a href='http://github.com/studioNEST/Brigks'>http://github.com/studioNEST/Brigks</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Windows, Linux<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/lgpl-3.0.html" target="_blank">LGPL V3</a><br/><strong>Sponsor</strong>: StudioNest<br/></p>]]></content:encoded>
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		<item>
		<title>JupiterFileCache</title>
		<link>http://opensourcevfx.org/2010/03/jupiterfilecache/</link>
		<comments>http://opensourcevfx.org/2010/03/jupiterfilecache/#comments</comments>
		<pubDate>Thu, 04 Mar 2010 21:20:13 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[cache]]></category>
		<category><![CDATA[pipeline]]></category>
		<category><![CDATA[renderman]]></category>
		<category><![CDATA[storage management]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=433</guid>
		<description><![CDATA[JupiterFileCache (JFC) is a general purpose, multi location, multi process, thread safe file read &#38; write cache library. This is a C++ library that allows caching files in remote (network) locations onto the local client to speed up future accesses to these files. This reduces network traffic, but also, more importantly disk access, on the [...]
<p class='projectfields'><strong>Project Page</strong>: <a href='http://code.google.com/p/jupiterfilecache'>http://code.google.com/p/jupiterfilecache</a><br/><strong>Language</strong>: C++ Python<br/><strong>Platform</strong>: Linux, OS X, Windows<br/><strong>License</strong>: <a rel="nofollow" href="http://creativecommons.org/licenses/by-sa/3.0/">Creative  Commons 3.0 BY-SA </a><br/><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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		<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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		<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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		<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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		<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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		<slash:comments>0</slash:comments>
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		<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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		<slash:comments>0</slash:comments>
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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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		<slash:comments>0</slash:comments>
		</item>
		<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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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>DJV Imaging</title>
		<link>http://opensourcevfx.org/2010/01/djv-imaging/</link>
		<comments>http://opensourcevfx.org/2010/01/djv-imaging/#comments</comments>
		<pubDate>Tue, 05 Jan 2010 11:49:58 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[hdr]]></category>
		<category><![CDATA[image-processing]]></category>
		<category><![CDATA[playback]]></category>

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

<p class='projectfields'><strong>Home Page</strong>: <a href='http://cgkit.sourceforge.net/'>http://cgkit.sourceforge.net/</a><br/><strong>Project Page</strong>: <a href='http://sourceforge.net/projects/cgkit/'>http://sourceforge.net/projects/cgkit/</a><br/><strong>Language</strong>: C++, Python<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/gpl-license.php" target="_blank">GPL</a>, <a href="http://www.opensource.org/licenses/lgpl-license.php" target="_blank">LGPL</a>, <a href="http://www.opensource.org/licenses/mozilla1.1.php" target="_blank">MPL1.1</a><br/></p>]]></content:encoded>
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		<title>Affogato</title>
		<link>http://opensourcevfx.org/2010/01/affogato/</link>
		<comments>http://opensourcevfx.org/2010/01/affogato/#comments</comments>
		<pubDate>Sun, 03 Jan 2010 22:05:42 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[renderman]]></category>
		<category><![CDATA[xsi]]></category>

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

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

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

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

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

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

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

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

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

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

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

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

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

<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.image-engine.com/'>http://opensource.image-engine.com/</a><br/><strong>Project Page</strong>: <a href='http://code.google.com/p/cortex-vfx'>http://code.google.com/p/cortex-vfx</a><br/><strong>Language</strong>: C++, Python<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a rel="nofollow" href="http://www.opensource.org/licenses/bsd-license.php" target="_blank">New BSD License</a><br/><strong>Sponsor</strong>: Image Engine<br/></p>]]></content:encoded>
			<wfw:commentRss>http://opensourcevfx.org/2009/12/cortex/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
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