<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>openSourceVFX.org &#187; rendering</title>
	<atom:link href="http://opensourcevfx.org/tag/rendering/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>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.2.1</generator>
		<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>
			<wfw:commentRss>http://opensourcevfx.org/2011/05/afanasy/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Open Shading Language (OSL)</title>
		<link>http://opensourcevfx.org/2011/02/open-shading-language-osl/</link>
		<comments>http://opensourcevfx.org/2011/02/open-shading-language-osl/#comments</comments>
		<pubDate>Tue, 15 Feb 2011 16:16:00 +0000</pubDate>
		<dc:creator>Rob Bredow</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[Languages]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[Shading]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=569</guid>
		<description><![CDATA[The OSL project includes a complete language specification, a compiler from OSL to an intermediate assembly-like bytecode, a runtime library interpreter that executes the shaders (including just-in-time machine code generation using LLVM), and extensive standard shader function library. These all exist as libraries with straightforward C++ APIs, and so may be easily integrated into existing [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.imageworks.com/?p=osl'>http://opensource.imageworks.com/?p=osl</a><br/><strong>Project Page</strong>: <a href='http://code.google.com/p/openshadinglanguage/'>http://code.google.com/p/openshadinglanguage/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, OSX, Windows<br/><strong>License</strong>: New BSD<br/><strong>Sponsor</strong>: Sony Pictures Imageworks<br/></p>]]></description>
			<content:encoded><![CDATA[<p>The OSL project includes a complete language specification, a compiler from OSL to an intermediate assembly-like bytecode, a runtime library interpreter that executes the shaders (including just-in-time machine code generation using LLVM), and extensive standard shader function library. These all exist as libraries with straightforward C++ APIs, and so may be easily integrated into existing renderers, compositing packages, image processing tools, or other applications. Additionally, the source code can be easily customized to allow for renderer-specific extensions or alterations, or custom back-ends to translate to GPUs or other special hardware.</p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.imageworks.com/?p=osl'>http://opensource.imageworks.com/?p=osl</a><br/><strong>Project Page</strong>: <a href='http://code.google.com/p/openshadinglanguage/'>http://code.google.com/p/openshadinglanguage/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, OSX, Windows<br/><strong>License</strong>: New BSD<br/><strong>Sponsor</strong>: Sony Pictures Imageworks<br/></p>]]></content:encoded>
			<wfw:commentRss>http://opensourcevfx.org/2011/02/open-shading-language-osl/feed/</wfw:commentRss>
		<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>
			<wfw:commentRss>http://opensourcevfx.org/2011/01/arsenal-suite/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</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>
			<wfw:commentRss>http://opensourcevfx.org/2010/11/jupiter-skin/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Aqsis Renderer</title>
		<link>http://opensourcevfx.org/2010/01/aqsis/</link>
		<comments>http://opensourcevfx.org/2010/01/aqsis/#comments</comments>
		<pubDate>Sat, 09 Jan 2010 21:55:31 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[renderman]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=358</guid>
		<description><![CDATA[Aqsis is a cross-platform photorealistic 3D rendering solution, adhering to the RenderMan interface standard defined by Pixar Animation Studios. Focusing on stability and production usage, features include constructive solid geometry, depth-of-field, extensible shading engine (DSOs), instancing, level-of-detail, motion blur, NURBS, procedural plugins, programmable shading, subdivision surfaces, subpixel displacements and more. The Aqsis tools provide a [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.aqsis.org/'>http://www.aqsis.org/</a><br/><strong>Project Page</strong>: <a href='http://sourceforge.net/projects/aqsis/'>http://sourceforge.net/projects/aqsis/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a href="http://sourceforge.net/softwaremap/trove_list.php?form_cat=15">GNU  General Public License (GPL)</a><br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Aqsis is a cross-platform photorealistic 3D rendering solution, adhering to the RenderMan interface standard defined by Pixar Animation Studios.<br />
Focusing on stability and production usage, features include constructive solid geometry, depth-of-field, extensible shading engine (DSOs), instancing, level-of-detail, motion blur, NURBS, procedural plugins, programmable shading, subdivision surfaces, subpixel displacements and more.<span id="more-358"></span></p>
<p style="text-align: justify;">The Aqsis tools provide a comprehensive list of features that are considered necessary for production use, the following list details some of the important high level capabilities.</p>
<ul>
<li> Programmable Shading</li>
<li>High Level Primitive Support</li>
<li>Sub-Pixel Displacement</li>
<li>Motion Blur (MB)</li>
<li>Depth of Field (DoF)</li>
<li>Shadow Mapped Ambient Occlusion</li>
<li>Arbitrary Output Variables (AOV)</li>
<li>Subdivision Surfaces (SDS)</li>
<li>High quality texture mapping</li>
<li>Level of Detail (LOD)</li>
<li>High Dynamic Range (HDR) Output</li>
<li>Extensible through plugins (DSO/Procedurals)</li>
</ul>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.aqsis.org/'>http://www.aqsis.org/</a><br/><strong>Project Page</strong>: <a href='http://sourceforge.net/projects/aqsis/'>http://sourceforge.net/projects/aqsis/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a href="http://sourceforge.net/softwaremap/trove_list.php?form_cat=15">GNU  General Public License (GPL)</a><br/></p>]]></content:encoded>
			<wfw:commentRss>http://opensourcevfx.org/2010/01/aqsis/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>RmanConnect</title>
		<link>http://opensourcevfx.org/2010/01/rmanconnect/</link>
		<comments>http://opensourcevfx.org/2010/01/rmanconnect/#comments</comments>
		<pubDate>Thu, 07 Jan 2010 06:09:54 +0000</pubDate>
		<dc:creator>Larry Gritz</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[compositing]]></category>
		<category><![CDATA[nuke]]></category>
		<category><![CDATA[plugin]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[renderman]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=274</guid>
		<description><![CDATA[A RenderMan Interface-compatible display driver and Nuke plugin for direct rendering into the Nuke interface.  RmanConnect is based on a simple Client/Server model, suitable for rendering to/from a variety of applications. The TCP/IP interface code is handled using the Boost.Asio library. The display driver will theoretically build using any RenderMan-compatible renderer but the included CMake [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://danbethell.github.com/rmanconnect/'>http://danbethell.github.com/rmanconnect/</a><br/><strong>Project Page</strong>: <a href='http://github.com/danbethell/rmanconnect'>http://github.com/danbethell/rmanconnect</a><br/><strong>License</strong>: New BSD<br/></p>]]></description>
			<content:encoded><![CDATA[<p>A RenderMan Interface-compatible display driver and Nuke plugin for direct rendering into the Nuke interface.  RmanConnect is based on a simple Client/Server model, suitable for rendering to/from a variety of applications. The TCP/IP interface code is handled using the Boost.Asio library. The display driver will theoretically build using any RenderMan-compatible renderer but the included CMake build script assumes you have 3Delight installed.</p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://danbethell.github.com/rmanconnect/'>http://danbethell.github.com/rmanconnect/</a><br/><strong>Project Page</strong>: <a href='http://github.com/danbethell/rmanconnect'>http://github.com/danbethell/rmanconnect</a><br/><strong>License</strong>: New BSD<br/></p>]]></content:encoded>
			<wfw:commentRss>http://opensourcevfx.org/2010/01/rmanconnect/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Blender</title>
		<link>http://opensourcevfx.org/2010/01/blender/</link>
		<comments>http://opensourcevfx.org/2010/01/blender/#comments</comments>
		<pubDate>Thu, 07 Jan 2010 04:33:56 +0000</pubDate>
		<dc:creator>Rob Bredow</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[file format]]></category>
		<category><![CDATA[geometry]]></category>
		<category><![CDATA[image-processing]]></category>
		<category><![CDATA[modeling]]></category>
		<category><![CDATA[particles]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[rigging]]></category>
		<category><![CDATA[simulation]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=263</guid>
		<description><![CDATA[Blender is an integrated application that enables the creation of a broad range of 2D and 3D content.  Blender provides a broad spectrum of modeling, texturing, lighting, animation and video post-processing functionality in one package.  Through its open architecture, Blender provides cross-platform interoperability, extensibility, a small footprint, and a tightly integrated workflow. Aimed world-wide at [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.blender.org/'>http://www.blender.org/</a><br/><strong>Project Page</strong>: <a href='http://www.blender.org/development/'>http://www.blender.org/development/</a><br/><strong>Language</strong>: C, Python<br/><strong>Platform</strong>: Windows, Mac OS X, Linux, FreeBSD 5.4 (i386), Sun Solaris 2.8 (sparc)<br/><strong>License</strong>: GNU GPL<br/></p>]]></description>
			<content:encoded><![CDATA[<p>Blender is an integrated application that enables the creation of a broad range of 2D and 3D content.  Blender provides a broad spectrum of modeling, texturing, lighting, animation and video post-processing functionality in one package.  Through its open architecture, Blender provides cross-platform interoperability, extensibility, a small footprint, and a tightly integrated workflow.</p>
<p>Aimed world-wide at media professionals and artists, Blender can be used to create 3D visualizations, stills as well as broadcast and cinema quality videos, while the incorporation of a real-time 3D engine allows for the creation of 3D interactive content for stand-alone playback.</p>
<p>Originally developed by the company &#8216;Not a Number&#8217; (NaN), Blender now is continued as &#8216;Free Software&#8217;, with the source code available under the GNU GPL license. It now continues development by the Blender Foundation in the Netherlands.</p>
<p><span id="more-263"></span></p>
<p>Key Features include:</p>
<ul>
<li>Fully integrated creation suite, offering a broad range of essential tools for the creation of 3D content, including modeling, uv-mapping, texturing, rigging, skinning, animation, particle and other simulation, scripting, rendering, compositing, post-production, and game creation</li>
<li>High quality 3D architecture enabling fast and efficient creation work-flow</li>
<li>User community support by forums for questions, answers, and critique at <a title="http://BlenderArtists.org" rel="nofollow" href="http://blenderartists.org/">http://BlenderArtists.org</a> and news services at <a title="http://BlenderNation.com" rel="nofollow" href="http://blendernation.com/">http://BlenderNation.com</a></li>
<li>Small executable size, easy distribution</li>
</ul>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.blender.org/'>http://www.blender.org/</a><br/><strong>Project Page</strong>: <a href='http://www.blender.org/development/'>http://www.blender.org/development/</a><br/><strong>Language</strong>: C, Python<br/><strong>Platform</strong>: Windows, Mac OS X, Linux, FreeBSD 5.4 (i386), Sun Solaris 2.8 (sparc)<br/><strong>License</strong>: GNU GPL<br/></p>]]></content:encoded>
			<wfw:commentRss>http://opensourcevfx.org/2010/01/blender/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Houdini Ocean Toolkit</title>
		<link>http://opensourcevfx.org/2010/01/houdini-ocean-toolkit/</link>
		<comments>http://opensourcevfx.org/2010/01/houdini-ocean-toolkit/#comments</comments>
		<pubDate>Wed, 06 Jan 2010 11:08:53 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[houdini]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[simulation]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=202</guid>
		<description><![CDATA[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 [...]
<p class='projectfields'><strong>Project Page</strong>: <a href='http://code.google.com/p/houdini-ocean-toolkit/'>http://code.google.com/p/houdini-ocean-toolkit/</a><br/><strong>Language</strong>: C++, VEX<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a rel="nofollow" href="http://www.gnu.org/licenses/old-licenses/gpl-2.0.html">GNU General Public License v2</a><br/></p>]]></description>
			<content:encoded><![CDATA[<p>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 <a rel="nofollow" href="http://www.finelightvisualtechnology.com/pages/coursematerials.php">SIGGRAPH 2004 course notes</a>. 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.</p>

<p class='projectfields'><strong>Project Page</strong>: <a href='http://code.google.com/p/houdini-ocean-toolkit/'>http://code.google.com/p/houdini-ocean-toolkit/</a><br/><strong>Language</strong>: C++, VEX<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a rel="nofollow" href="http://www.gnu.org/licenses/old-licenses/gpl-2.0.html">GNU General Public License v2</a><br/></p>]]></content:encoded>
			<wfw:commentRss>http://opensourcevfx.org/2010/01/houdini-ocean-toolkit/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<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>
			<wfw:commentRss>http://opensourcevfx.org/2010/01/pixie/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<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>
			<wfw:commentRss>http://opensourcevfx.org/2010/01/affogato/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<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>
			<wfw:commentRss>http://opensourcevfx.org/2010/01/liquidmaya/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</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>
			<wfw:commentRss>http://opensourcevfx.org/2010/01/field3d/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>

