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	<title>openSourceVFX.org &#187; renderman</title>
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	<link>http://opensourcevfx.org</link>
	<description>A directory of Open-Source projects for the VFX community</description>
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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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		</item>
		<item>
		<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>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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		<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>
		<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>
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		<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>
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		</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>
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		<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>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>
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		</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>
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		</item>
		<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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		</item>
		<item>
		<title>Cortex</title>
		<link>http://opensourcevfx.org/2009/12/cortex/</link>
		<comments>http://opensourcevfx.org/2009/12/cortex/#comments</comments>
		<pubDate>Thu, 31 Dec 2009 17:40:21 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[nuke]]></category>
		<category><![CDATA[openGL]]></category>
		<category><![CDATA[python]]></category>
		<category><![CDATA[renderman]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/2009/12/cortex/</guid>
		<description><![CDATA[The Cortex project aims to provide a set of high quality C++ libraries and Python modules tailored for software development in the visual effects industry. Rather than producing end user tools, the project focuses on creating a reusable set of modules of use to TDs and programmers in a broad range of scenarios &#8211; allowing [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.image-engine.com/'>http://opensource.image-engine.com/</a><br/><strong>Project Page</strong>: <a href='http://code.google.com/p/cortex-vfx'>http://code.google.com/p/cortex-vfx</a><br/><strong>Language</strong>: C++, Python<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a rel="nofollow" href="http://www.opensource.org/licenses/bsd-license.php" target="_blank">New BSD License</a><br/><strong>Sponsor</strong>: Image Engine<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">The <a href="http://code.google.com/p/cortex-vfx/">Cortex project</a> aims to provide a set of high quality C++ libraries and Python modules tailored for software development in the visual effects industry. Rather than producing end user tools, the project focuses on creating a reusable set of modules of use to TDs and programmers in a broad range of scenarios &#8211; allowing them to focus on the more interesting or innovative aspects of development.<span id="more-18"></span></p>
<p style="text-align: justify;">Originally the brainchild of Andrew Chapman, the Cortex project is now being developed around the IECore library developed in house at <a href="http://www.image-engine.com/">Image Engine</a> and subsequently released as open source. Initially, Image Engine are providing the core library and Python bindings, along with their RenderMan, Maya, OpenGL, and Nuke support libraries.</p>
<p style="text-align: justify;">It is hoped that the Cortex project will attract contributions from the wider visual effects community, and grow to provide a rich set of functionality and support for further 3rd party applications.</p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.image-engine.com/'>http://opensource.image-engine.com/</a><br/><strong>Project Page</strong>: <a href='http://code.google.com/p/cortex-vfx'>http://code.google.com/p/cortex-vfx</a><br/><strong>Language</strong>: C++, Python<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a rel="nofollow" href="http://www.opensource.org/licenses/bsd-license.php" target="_blank">New BSD License</a><br/><strong>Sponsor</strong>: Image Engine<br/></p>]]></content:encoded>
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