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	<title>openSourceVFX.org &#187; pipeline</title>
	<atom:link href="http://opensourcevfx.org/tag/pipeline/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>Alembic</title>
		<link>http://opensourcevfx.org/2011/08/alembic/</link>
		<comments>http://opensourcevfx.org/2011/08/alembic/#comments</comments>
		<pubDate>Tue, 09 Aug 2011 09:00:04 +0000</pubDate>
		<dc:creator>Rob Bredow</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[file format]]></category>
		<category><![CDATA[geometry]]></category>
		<category><![CDATA[katana]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[modo]]></category>
		<category><![CDATA[nuke]]></category>
		<category><![CDATA[pipeline]]></category>
		<category><![CDATA[renderman]]></category>

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

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

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

<p class='projectfields'><strong>Project Page</strong>: <a href='http://code.google.com/p/pimath/'>http://code.google.com/p/pimath/</a><br/><strong>Language</strong>: C++, python<br/><strong>Platform</strong>: All<br/><strong>License</strong>: New BSD Licence<br/><strong>Sponsor</strong>: Dr. D. Studios<br/></p>]]></content:encoded>
			<wfw:commentRss>http://opensourcevfx.org/2011/08/pimath/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</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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		<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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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>OpenPipeline</title>
		<link>http://opensourcevfx.org/2010/01/openpipeline/</link>
		<comments>http://opensourcevfx.org/2010/01/openpipeline/#comments</comments>
		<pubDate>Fri, 15 Jan 2010 13:13:57 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[pipeline]]></category>
		<category><![CDATA[workflow]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=396</guid>
		<description><![CDATA[openPipeline is an open source framework for managing animation production data and workflow. Its first implementation is a MEL-based plug-in for Autodesk Maya that handles specific aspects of production: automatic directory structures, file naming conventions, revision control, and modularity that makes multi-artist workflows possible. Home Page: http://kickstand.tv/openpipeline/openpipeline-information/Project Page: http://openpipeline.cc/Language: MELPlatform: Linux, Windows, OS XLicense: Common [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://kickstand.tv/openpipeline/openpipeline-information/'>http://kickstand.tv/openpipeline/openpipeline-information/</a><br/><strong>Project Page</strong>: <a href='http://openpipeline.cc/'>http://openpipeline.cc/</a><br/><strong>Language</strong>: MEL<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a href="http://sourceforge.net/softwaremap/trove_list.php?form_cat=307">Common Public License 1.0</a><br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">openPipeline is an open source framework for managing animation production data and workflow. Its first implementation is a MEL-based plug-in for Autodesk Maya that handles specific aspects of production: automatic directory structures, file naming conventions, revision control, and modularity that makes multi-artist workflows possible.</p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://kickstand.tv/openpipeline/openpipeline-information/'>http://kickstand.tv/openpipeline/openpipeline-information/</a><br/><strong>Project Page</strong>: <a href='http://openpipeline.cc/'>http://openpipeline.cc/</a><br/><strong>Language</strong>: MEL<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a href="http://sourceforge.net/softwaremap/trove_list.php?form_cat=307">Common Public License 1.0</a><br/></p>]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Earth</title>
		<link>http://opensourcevfx.org/2010/01/earth/</link>
		<comments>http://opensourcevfx.org/2010/01/earth/#comments</comments>
		<pubDate>Thu, 14 Jan 2010 17:18:27 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[database]]></category>
		<category><![CDATA[pipeline]]></category>
		<category><![CDATA[ruby]]></category>
		<category><![CDATA[storage management]]></category>
		<category><![CDATA[web UI]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=392</guid>
		<description><![CDATA[Earth allows you to find files across a large network of machines and track disk usage in real time. It consists of a daemon that indexes filesystems in real time and reports all the changes back to a central database. This can then be queried through a simple, yet powerful, web interface. Think of it [...]
<p class='projectfields'><strong>Project Page</strong>: <a href='http://open.rsp.com.au/projects/earth'>http://open.rsp.com.au/projects/earth</a><br/><strong>Language</strong>: Ruby<br/><strong>Platform</strong>: Linux, Windows, OS X, etc<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/gpl-license.php">The GNU General Public License (GPL) version 2</a><br/><strong>Sponsor</strong>: Rising Sun Pictures<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Earth allows you to find files across a large network of machines and track disk usage in real time. It consists of a daemon that indexes filesystems in real time and reports all the changes back to a central database. This can then be queried through a simple, yet powerful, web interface. Think of it like Spotlight or Beagle but operating system independent with a central database for multiple machines with a web application that allows novel ways of exploring your data.</p>
<p style="text-align: justify;">Earth is initially focused on managing the explosion of data that occurs in digital visual effects work.</p>

<p class='projectfields'><strong>Project Page</strong>: <a href='http://open.rsp.com.au/projects/earth'>http://open.rsp.com.au/projects/earth</a><br/><strong>Language</strong>: Ruby<br/><strong>Platform</strong>: Linux, Windows, OS X, etc<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/gpl-license.php">The GNU General Public License (GPL) version 2</a><br/><strong>Sponsor</strong>: Rising Sun Pictures<br/></p>]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>DrQueue</title>
		<link>http://opensourcevfx.org/2010/01/drqueue/</link>
		<comments>http://opensourcevfx.org/2010/01/drqueue/#comments</comments>
		<pubDate>Sun, 10 Jan 2010 22:39:34 +0000</pubDate>
		<dc:creator>jeppewalther</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[pipeline]]></category>
		<category><![CDATA[render queue]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=352</guid>
		<description><![CDATA[DrQueue started as an application to provide distributed render queueing and management services for rendering animations. The generic service DrQueue provides allows the distribution, monitoring and management of tasks across a network of computing nodes. A queue of jobs composing of a number of tasks are spread over the computing nodes and processed in parallel. [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.drqueue.org'>http://www.drqueue.org</a><br/><strong>Project Page</strong>: <a href='https://ssl.drqueue.org/project'>https://ssl.drqueue.org/project</a><br/><strong>Language</strong>: c++<br/><strong>Platform</strong>: Linux, Mac OSX, Irix, FreeBSD and Windows<br/><strong>License</strong>: ﻿GNU GPL Version 3<br/></p>]]></description>
			<content:encoded><![CDATA[<p>DrQueue started as an application to provide distributed render queueing and management services for rendering animations.</p>
<p>The generic service DrQueue provides allows the distribution, monitoring and management of tasks across a network of computing nodes. A queue of jobs composing of a number of tasks are spread over the computing nodes and processed in parallel.<span id="more-352"></span></p>
<p>DrQueue started as an application to provide distributed render queueing and management services for rendering animations.<br />
The generic service DrQueue provides allows the distribution, monitoring and management of tasks across a network of computing nodes. A queue of jobs composing of a number of tasks are spread over the computing nodes and processed in parallel.</p>
<p><strong>Supported Renderers and Batch Processors</strong></p>
<p>So far DrQueue supports 3Delight, 3DSMax, After Effects, Aqsis, Blender, BMRT, Cinema 4D, Lightwave, Luxrender, Mantra, Maya, Mental Ray, Nuke, Pixie, Shake, Terragen, Turtle, V-Ray and XSI.</p>
<p><a href="https://ssl.drqueue.org/project/wiki/PythonBindingsHowto">Python bindings</a></p>
<p><a href="https://ssl.drqueue.org/project/wiki/RubyBindingsHowto">Ruby bindings</a></p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.drqueue.org'>http://www.drqueue.org</a><br/><strong>Project Page</strong>: <a href='https://ssl.drqueue.org/project'>https://ssl.drqueue.org/project</a><br/><strong>Language</strong>: c++<br/><strong>Platform</strong>: Linux, Mac OSX, Irix, FreeBSD and Windows<br/><strong>License</strong>: ﻿GNU GPL Version 3<br/></p>]]></content:encoded>
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