Archives for posts with tag: houdini

Vfxgal is a geometric algorithms library for the VFX industry. It contains a very fast and robust voronoi fracturer, as well as several other geometric algorithms (plane-clip, hull-clip etc). Vfxgal comes with Houdini11 bindings but has been written in such a way that minimal work is needed to bind to other frameworks.

Project Page: https://github.com/nerdvegas/vfxgal
Language: C++, python
Platform: Linux, OSX
License: GNU LGPL

Particles are an important part of effects work, because they allow free-form information in 3D space. Unfortunately, there is no standard format for particles akin to Wavefront .obj. Most animation systems have their own proprietary particle formats. For example Maya uses the binary and ascii particle database formats .pdb and .pda file formats. Houdini uses the .geo and .bgeo geometry uber formats. Renderers typically have their own point cloud format such as RenderMan’s PTC format and Houdini’s .pc. All of these formats share a common theme. They allow particles to be iterated or indexed and associate a customizable set of attributes with them. The goal of Partio is to provide a unified interface akin to unified image libraries that makes it easier to load, save, and manipulate particle files.

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

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 cloud.
  • OpenGL display preview for attributes as point or disk primitives.
  • Ability to cull points based on a reference bounding box.

Home Page: http://danbethell.github.com/rmanptcsop/
Language: C++
Platform: Linux, Windows, OS X
License: New BSD License

The HOT is a collection of dso’s and an OTL for rendering deep ocean waves using the algorithms of Jerry Tessendorf described in the SIGGRAPH 2004 course notes. The dso’s implement a SOP for displacing geometry and VEX functions functions for use in various Houdini contexts. The OTL contains a VOP that wraps the vex function.

Project Page: http://code.google.com/p/houdini-ocean-toolkit/
Language: C++, VEX
Platform: Linux, Windows, OS X
License: GNU General Public License v2

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
  • Preparation for OpenCL data parallel optimizations for upcoming Bullet 3.x
  • Discrete and continuous collision detection (CCD)
  • Swept collision queries
  • Ray casting with custom collision filtering
  • Generic convex support (using GJK), capsule, cylinder, cone, sphere, box and non-convex triangle meshes. (more…)

Home Page: http://bulletphysics.org/
Project Page: http://code.google.com/p/bullet/
Language: C++
Platform: Linux, Windows, OS X
License: ZLib License, free for commercial use.