Archives for posts with tag: simulation

Vfxgal is a geometric algorithms library for the VFX industry. It contains a very fast and robust voronoi fracturer, as well as several other geometric algorithms (plane-clip, hull-clip etc). Vfxgal comes with Houdini11 bindings but has been written in such a way that minimal work is needed to bind to other frameworks.

Project Page: https://github.com/nerdvegas/vfxgal
Language: C++, python
Platform: Linux, OSX
License: GNU LGPL

StudioNEST Melena is a fur styling and simulation framework based on Autodesk Softimage ICE.
It provides a collection of node graph compounds to create various effects for realistic to cartoony hair and fur.

Home Page: http://opensource.studionestbarcelona.com/studio_NEST/melena.html
Project Page: http://github.com/studioNEST/Melena
Language: C++
Platform: Windows, Linux
License: LGPL v3
Sponsor: StudioNest

StudioNEST Momentum is an integration of the Bullet Physics engine for Autodesk Softimage.

Momentum allows you to do very precise rigid body dynamics with high performance including full control over the simulation using the ICE framework.

http://www.studionestbarcelona.com/

Home Page: http://opensource.studionestbarcelona.com/studio_NEST/momentum.html
Project Page: http://github.com/studioNEST/Momentum
Language: C++
Platform: Windows, Linux
License: LGPL v3
Sponsor: StudioNest

StudioNEST Brigks is a collection of kinematic solvers for Autodesk Softimage.

With StudioNEST Brigks you can build very efficient rigs that don’t require to setup overly complex object hierarchies. Since the source code of the kinematics solvers is provided, implementations of matching kinematic solvers can be achieved for other packages as well as standalone applications.

Home Page: http://opensource.studionestbarcelona.com/studio_NEST/briqks.html
Project Page: http://github.com/studioNEST/Brigks
Language: C++
Platform: Windows, Linux
License: LGPL V3
Sponsor: StudioNest

We present a novel wavelet method for the simulation of fluids at high spatial resolution. The algorithm enables large- and small-scale detail to be edited separately, allowing high-resolution detail to be added as a post-processing step. Instead of solving the Navier-Stokes equations over a highly refined mesh, we use the wavelet decomposition of a low-resolution simulation to determine the location and energy characteristics of missing high-frequency components. We then synthesize these missing components using a novel incompressible turbulence function, and provide a method to maintain the temporal coherence of the resulting structures. There is no linear system to solve, so the method parallelizes trivially and requires only a few auxiliary arrays. The method guarantees that the new frequencies will not interfere with existing frequencies, allowing animators to set up a low resolution simulation quickly and later add details without changing the overall fluid motion.

This code is a reference implementation of our paper Wavelet Turbulence for Fluid Simulation. The code is intended as a pedagogical example, so clarity has been given preference over performance. Optimizations that inhibit readability have been removed, so the running times experienced will be longer than those reported in the paper.

Home Page: http://www.cs.cornell.edu/~tedkim/WTURB
Project Page: http://www.cs.cornell.edu/~tedkim/WTURB/source.html
Language: C++
Platform: Linux, Windows, OS X
License: GNU Public License
Sponsor: Cornell University