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	<title>openSourceVFX.org &#187; math</title>
	<atom:link href="http://opensourcevfx.org/tag/math/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>
		<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>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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		</item>
		<item>
		<title>GTS</title>
		<link>http://opensourcevfx.org/2010/01/gts/</link>
		<comments>http://opensourcevfx.org/2010/01/gts/#comments</comments>
		<pubDate>Wed, 06 Jan 2010 10:42:30 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[dynamics]]></category>
		<category><![CDATA[geometry]]></category>
		<category><![CDATA[math]]></category>
		<category><![CDATA[modeling]]></category>

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

<p class='projectfields'><strong>Home Page</strong>: <a href='http://gts.sourceforge.net/'>http://gts.sourceforge.net/</a><br/><strong>Project Page</strong>: <a href='http://sourceforge.net/projects/gts/'>http://sourceforge.net/projects/gts/</a><br/><strong>Language</strong>: C<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/lgpl-license.php">LGPL</a><br/></p>]]></content:encoded>
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		</item>
		<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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