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	<title>openSourceVFX.org &#187; pointClouds</title>
	<atom:link href="http://opensourcevfx.org/tag/pointclouds/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>Partio</title>
		<link>http://opensourcevfx.org/2011/02/partio/</link>
		<comments>http://opensourcevfx.org/2011/02/partio/#comments</comments>
		<pubDate>Fri, 18 Feb 2011 16:08:14 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[houdini]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[particles]]></category>
		<category><![CDATA[pointClouds]]></category>
		<category><![CDATA[renderman]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=578</guid>
		<description><![CDATA[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 [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.disneyanimation.com/technology/partio.html'>http://www.disneyanimation.com/technology/partio.html</a><br/><strong>Project Page</strong>: <a href='https://github.com/wdas/partio'>https://github.com/wdas/partio</a><br/><strong>Language</strong>: C++ Python<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;">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&#8217;s PTC format and Houdini&#8217;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.</p>
<p style="text-align: justify;">

<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.disneyanimation.com/technology/partio.html'>http://www.disneyanimation.com/technology/partio.html</a><br/><strong>Project Page</strong>: <a href='https://github.com/wdas/partio'>https://github.com/wdas/partio</a><br/><strong>Language</strong>: C++ Python<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>Jupiter Skin</title>
		<link>http://opensourcevfx.org/2010/11/jupiter-skin/</link>
		<comments>http://opensourcevfx.org/2010/11/jupiter-skin/#comments</comments>
		<pubDate>Tue, 02 Nov 2010 21:51:29 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[IBL]]></category>
		<category><![CDATA[pointClouds]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[renderman]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=551</guid>
		<description><![CDATA[Jupiter Skin is a project container for several skin shaders developed by /*jupiter jazz*/. At the moment this project features the following shaders: Jupiter SGI Skin Jupiter Spherical Gradient Illumination Skin is a 3Delight RenderMan shader that reads scanned RGB world space normal maps for 3 different wavelengths (red, green, blue), and a fourth normal map [...]
<p class='projectfields'><strong>Project Page</strong>: <a href='http://code.google.com/p/jupiterskin/'>http://code.google.com/p/jupiterskin/</a><br/><strong>Language</strong>: Renderman Shading Language<br/><strong>Platform</strong>: Linux, OSX, Windows<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/bsd-license.php">New BSD License</a><br/><strong>Sponsor</strong>: Jupiter Jazz<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;"><span style="font-weight: normal; font-size: 13px;">Jupiter Skin is a project container for several skin shaders developed by <a href="http://www.jupiter-jazz.com/" target="_blank"><tt>/*jupiter jazz*/</tt></a>.</span></p>
<p style="text-align: justify;">At the moment this project features the following shaders:</p>
<ul>
<li>Jupiter SGI Skin</li>
</ul>
<p style="text-align: justify;">Jupiter Spherical Gradient Illumination Skin is a 3Delight RenderMan shader that reads scanned RGB world space normal maps for 3 different wavelengths (red, green, blue), and a fourth normal map to be used in the specular term.</p>
<p style="text-align: justify;"><span id="more-551"></span></p>
<p style="text-align: justify;">This technique, presented at:</p>
<p><a rel="nofollow" href="http://gl.ict.usc.edu/Research/FaceScanning/">http://gl.ict.usc.edu/Research/FaceScanning/</a></p>
<p style="text-align: justify;">allows the user to re-create the appear of the subtle <strong>subsurface effects</strong> of skin, together with <strong>self-shadowing</strong> and <strong>inter-reflections</strong>.</p>
<p style="text-align: justify;">Once the texture are acquired:</p>
<ul>
<li style="text-align: justify;">The three normal maps for the Lambertian diffuse term contain increasing detail as the light wavelength decreases.</li>
<li style="text-align: justify;">The normal map for the blue wavelength contains more detail than the normal map for the green wavelength, which in turn contains more detail than the red wavelength map.</li>
<li style="text-align: justify;">The specular normal map is used to drive the specular contribution (and the reflections), with the specular term being comprised of two specular lobes based on the Torrance-Sparrow model.</li>
</ul>
<p style="text-align: justify;">The user has the possibility of selecting between two microfacet distribution functions used:</p>
<ul>
<li style="text-align: justify;">the <strong>Beckmann microfacet distribution</strong>, as suggested in the publication by Robert L. Cook and Kenneth E. Torrance, &#8220;A reflectance model for computer graphics&#8221;</li>
</ul>
<ul>
<li style="text-align: justify;">a <strong>Gaussian distribution</strong>, which is cheaper to compute and produces slightly softer results.</li>
</ul>
<p style="text-align: justify;">The weight of each of the specular lobe&#8217;s contribution can also be controlled directly by the user, or it can be made automatically via the extracted data in the specular intensity image.</p>
<p style="text-align: justify;">Notice also that this shader provides optionally a full two pass (point cloud based)subsurface term as well for greater flexibility.</p>
<p style="text-align: justify;">This work has been sponsored by <strong>Srinivas M. Mohan</strong> (Indian Artists Computer Graphics Pvt. Ltd.) for the movie <a rel="nofollow" href="http://en.wikipedia.org/wiki/Endhiran">*Endhiran*</a>, and it is based on:</p>
<ul style="text-align: justify;">
<li style="text-align: justify;"><a rel="nofollow" href="http://gl.ict.usc.edu/Research/FaceScanning/">&#8220;Rapid Acquisition of Specular and Diffuse Normal Maps from Polarized Spherical Gradient Illumination&#8221;</a>.  By Wan Chun Ma, Tim Hawkins, Pieter Peers, Charles-Felix Chabert, Malte Weiss, Paul Debevec.  University of Southern California Institute for Creative Technologies.  Eurographics Symposium on Rendering 2007.</li>
<li><a rel="nofollow" href="http://gl.ict.usc.edu/Research/SpecularRoughness/">&#8220;Estimating Specular Roughness and Anisotropy from Second Order Spherical Gradient Illumination”</a>.  By Abhijeet Ghosh , Tongbo Chen, Pieters Peers, Cyrus A. Wilson, Paul Debevec.  University of Southern California Institute for Creative Technologies.  Eurographics Symposium on Rendering 2009.</li>
</ul>

<p class='projectfields'><strong>Project Page</strong>: <a href='http://code.google.com/p/jupiterskin/'>http://code.google.com/p/jupiterskin/</a><br/><strong>Language</strong>: Renderman Shading Language<br/><strong>Platform</strong>: Linux, OSX, Windows<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/bsd-license.php">New BSD License</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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		<item>
		<title>ANN</title>
		<link>http://opensourcevfx.org/2010/01/ann/</link>
		<comments>http://opensourcevfx.org/2010/01/ann/#comments</comments>
		<pubDate>Wed, 06 Jan 2010 10:54:15 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[dynamics]]></category>
		<category><![CDATA[geometry]]></category>
		<category><![CDATA[pointClouds]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=199</guid>
		<description><![CDATA[ANN &#8211; Approximate Nearest Neighbor Searching &#8211; is a library written in C++, which supports data structures and algorithms for both exact and approximate nearest neighbor searching in arbitrarily high dimensions. In the nearest neighbor problem a set of data points in d-dimensional space is given. These points are preprocessed into a data structure, so [...]
<p class='projectfields'><strong>Project Page</strong>: <a href='http://www.cs.umd.edu/~mount/ANN/'>http://www.cs.umd.edu/~mount/ANN/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a href="http://www.gnu.org/copyleft/lesser.html">LGPL</a><br/></p>]]></description>
			<content:encoded><![CDATA[<p>ANN &#8211; <strong>Approximate Nearest Neighbor Searching</strong> &#8211; is a library written in C++, which supports data structures and algorithms for both exact and approximate nearest neighbor searching in arbitrarily high dimensions.</p>
<p>In the nearest neighbor problem a set of data points in d-dimensional space is given. These points are preprocessed into a data structure, so that given any query point q, the nearest or generally k nearest points of P to q can be reported efficiently. The distance between two points can be defined in many ways. ANN assumes that distances are measured using any class of distance functions called Minkowski metrics. These include the well known Euclidean distance, Manhattan distance, and max distance.<span id="more-199"></span></p>
<p>Based on our own experience, ANN performs quite efficiently for point sets ranging in size from thousands to hundreds of thousands, and in dimensions as high as 20.<br />
(For applications in significantly higher dimensions, the results are rather spotty, but you might try it anyway.)</p>
<p>The library implements a number of different data structures, based on kd-trees and box-decomposition trees, and employs a couple of different search strategies.</p>
<p>The library also comes with test programs for measuring the quality of performance of ANN on any particular data sets, as well as programs for visualizing the structure of the geometric data structures.</p>

<p class='projectfields'><strong>Project Page</strong>: <a href='http://www.cs.umd.edu/~mount/ANN/'>http://www.cs.umd.edu/~mount/ANN/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a href="http://www.gnu.org/copyleft/lesser.html">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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		</item>
		<item>
		<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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		<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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