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	<title>openSourceVFX.org &#187; simulation</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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		<item>
		<title>Melena</title>
		<link>http://opensourcevfx.org/2010/09/melena/</link>
		<comments>http://opensourcevfx.org/2010/09/melena/#comments</comments>
		<pubDate>Tue, 28 Sep 2010 14:04:16 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Zombies]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[dynamics]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[simulation]]></category>
		<category><![CDATA[softimage]]></category>
		<category><![CDATA[xsi]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=533</guid>
		<description><![CDATA[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.htmlProject Page: http://github.com/studioNEST/MelenaLanguage: C++Platform: Windows, LinuxLicense: LGPL v3Sponsor: StudioNest
<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.studionestbarcelona.com/studio_NEST/melena.html'>http://opensource.studionestbarcelona.com/studio_NEST/melena.html</a><br/><strong>Project Page</strong>: <a href='http://github.com/studioNEST/Melena'>http://github.com/studioNEST/Melena</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Windows, Linux<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/lgpl-3.0.html" target="_blank">LGPL v3</a><br/><strong>Sponsor</strong>: StudioNest<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;"><a href="http://www.studionestbarcelona.com/">StudioNEST</a> Melena is a fur styling and simulation framework based on Autodesk Softimage ICE.<br />
It provides a collection of node graph compounds to create various effects for realistic to cartoony hair and fur.</p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.studionestbarcelona.com/studio_NEST/melena.html'>http://opensource.studionestbarcelona.com/studio_NEST/melena.html</a><br/><strong>Project Page</strong>: <a href='http://github.com/studioNEST/Melena'>http://github.com/studioNEST/Melena</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Windows, Linux<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/lgpl-3.0.html" target="_blank">LGPL v3</a><br/><strong>Sponsor</strong>: StudioNest<br/></p>]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Momentum</title>
		<link>http://opensourcevfx.org/2010/09/momentum/</link>
		<comments>http://opensourcevfx.org/2010/09/momentum/#comments</comments>
		<pubDate>Tue, 28 Sep 2010 14:01:04 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Zombies]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[dynamics]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[simulation]]></category>
		<category><![CDATA[softimage]]></category>
		<category><![CDATA[xsi]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=531</guid>
		<description><![CDATA[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.htmlProject Page: http://github.com/studioNEST/MomentumLanguage: C++Platform: Windows, LinuxLicense: LGPL v3Sponsor: StudioNest
<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.studionestbarcelona.com/studio_NEST/momentum.html'>http://opensource.studionestbarcelona.com/studio_NEST/momentum.html</a><br/><strong>Project Page</strong>: <a href='http://github.com/studioNEST/Momentum'>http://github.com/studioNEST/Momentum</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Windows, Linux<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/lgpl-3.0.html" target="_blank">LGPL v3</a><br/><strong>Sponsor</strong>: StudioNest<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;"><a href="http://www.studionestbarcelona.com/">StudioNEST</a> Momentum is an integration of the Bullet Physics engine for Autodesk Softimage.</p>
<p style="text-align: justify;">Momentum  allows you to do very precise rigid body dynamics with high performance  including full control over the simulation using the ICE framework.</p>
<div id="_mcePaste" style="overflow: hidden; position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px;">http://www.studionestbarcelona.com/</div>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.studionestbarcelona.com/studio_NEST/momentum.html'>http://opensource.studionestbarcelona.com/studio_NEST/momentum.html</a><br/><strong>Project Page</strong>: <a href='http://github.com/studioNEST/Momentum'>http://github.com/studioNEST/Momentum</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Windows, Linux<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/lgpl-3.0.html" target="_blank">LGPL v3</a><br/><strong>Sponsor</strong>: StudioNest<br/></p>]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Brigks</title>
		<link>http://opensourcevfx.org/2010/09/briqks/</link>
		<comments>http://opensourcevfx.org/2010/09/briqks/#comments</comments>
		<pubDate>Tue, 28 Sep 2010 13:53:59 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Zombies]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[dynamics]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[simulation]]></category>
		<category><![CDATA[softimage]]></category>
		<category><![CDATA[xsi]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=525</guid>
		<description><![CDATA[StudioNEST Brigks is a collection of kinematic solvers for Autodesk Softimage. With StudioNEST Brigks you can build very efficient rigs that don&#8217;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. [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.studionestbarcelona.com/studio_NEST/briqks.html'>http://opensource.studionestbarcelona.com/studio_NEST/briqks.html</a><br/><strong>Project Page</strong>: <a href='http://github.com/studioNEST/Brigks'>http://github.com/studioNEST/Brigks</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Windows, Linux<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/lgpl-3.0.html" target="_blank">LGPL V3</a><br/><strong>Sponsor</strong>: StudioNest<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;"><a href="http://www.studionestbarcelona.com/">StudioNEST</a> Brigks is a collection of kinematic solvers for Autodesk Softimage.</p>
<p style="text-align: justify;">With StudioNEST Brigks  you can build very efficient rigs that don&#8217;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.</p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.studionestbarcelona.com/studio_NEST/briqks.html'>http://opensource.studionestbarcelona.com/studio_NEST/briqks.html</a><br/><strong>Project Page</strong>: <a href='http://github.com/studioNEST/Brigks'>http://github.com/studioNEST/Brigks</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Windows, Linux<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/lgpl-3.0.html" target="_blank">LGPL V3</a><br/><strong>Sponsor</strong>: StudioNest<br/></p>]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Wavelet Turbulence for Fluid Simulation</title>
		<link>http://opensourcevfx.org/2010/02/wavelet-turbulence-for-fluid-simulation/</link>
		<comments>http://opensourcevfx.org/2010/02/wavelet-turbulence-for-fluid-simulation/#comments</comments>
		<pubDate>Tue, 09 Feb 2010 15:57:38 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[fluids]]></category>
		<category><![CDATA[simulation]]></category>
		<category><![CDATA[turbulence]]></category>
		<category><![CDATA[wavelet]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=426</guid>
		<description><![CDATA[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 [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.cs.cornell.edu/~tedkim/WTURB'>http://www.cs.cornell.edu/~tedkim/WTURB</a><br/><strong>Project Page</strong>: <a href='http://www.cs.cornell.edu/~tedkim/WTURB/source.html'>http://www.cs.cornell.edu/~tedkim/WTURB/source.html</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/gpl-2.0.php" target="_blank"><span style="font-family: Arial;">GNU Public License</span></a><br/><strong>Sponsor</strong>: Cornell University<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;"><span style="font-family: Arial;">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.</span></p>
<p style="text-align: justify;"><span style="font-family: Arial;">This code is a reference implementation of our paper <em><a href="http://www.cs.cornell.edu/%7Etedkim/WTURB">Wavelet Turbulence for Fluid Simulation</a></em>. 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. </span></p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.cs.cornell.edu/~tedkim/WTURB'>http://www.cs.cornell.edu/~tedkim/WTURB</a><br/><strong>Project Page</strong>: <a href='http://www.cs.cornell.edu/~tedkim/WTURB/source.html'>http://www.cs.cornell.edu/~tedkim/WTURB/source.html</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/gpl-2.0.php" target="_blank"><span style="font-family: Arial;">GNU Public License</span></a><br/><strong>Sponsor</strong>: Cornell University<br/></p>]]></content:encoded>
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		<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>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>PyODE</title>
		<link>http://opensourcevfx.org/2010/01/pyode/</link>
		<comments>http://opensourcevfx.org/2010/01/pyode/#comments</comments>
		<pubDate>Wed, 06 Jan 2010 16:15:41 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[dynamics]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[python]]></category>
		<category><![CDATA[simulation]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=206</guid>
		<description><![CDATA[PyODE is a set of open-source Python bindings for The Open Dynamics Engine, an open-source physics engine. PyODE also includes an XODE parser. PyODE does not wrap ODE&#8217;s API directly but changes it slightly to give a more Pythonic feel. Home Page: http://pyode.sourceforge.net/Project Page: http://sourceforge.net/projects/pyode/Language: C++Platform: Windows, Linux, OSXLicense: GNU Lesser General Public License or [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://pyode.sourceforge.net/'>http://pyode.sourceforge.net/</a><br/><strong>Project Page</strong>: <a href='http://sourceforge.net/projects/pyode/'>http://sourceforge.net/projects/pyode/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Windows, Linux, OSX<br/><strong>License</strong>: <a href="http://pyode.sourceforge.net/gnu.txt">GNU Lesser General Public License</a> or <a href="http://pyode.sourceforge.net/bsd.txt">BSD-style</a> license.<br/></p>]]></description>
			<content:encoded><![CDATA[<p>PyODE is a set of open-source Python bindings for     <a href="http://ode.org/">The Open Dynamics Engine</a>, an     open-source physics engine. PyODE also includes an     <a href="http://tanksoftware.com/xode/">XODE</a> parser. PyODE does not wrap ODE&#8217;s API directly but changes it slightly to give a     more <em>Pythonic</em> feel.</p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://pyode.sourceforge.net/'>http://pyode.sourceforge.net/</a><br/><strong>Project Page</strong>: <a href='http://sourceforge.net/projects/pyode/'>http://sourceforge.net/projects/pyode/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Windows, Linux, OSX<br/><strong>License</strong>: <a href="http://pyode.sourceforge.net/gnu.txt">GNU Lesser General Public License</a> or <a href="http://pyode.sourceforge.net/bsd.txt">BSD-style</a> license.<br/></p>]]></content:encoded>
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		<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>
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		</item>
		<item>
		<title>Bullet Physics</title>
		<link>http://opensourcevfx.org/2010/01/bullet-physics/</link>
		<comments>http://opensourcevfx.org/2010/01/bullet-physics/#comments</comments>
		<pubDate>Tue, 05 Jan 2010 11:00:28 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[dynamics]]></category>
		<category><![CDATA[houdini]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[openCL]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[simulation]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=166</guid>
		<description><![CDATA[Bullet 3D Game Multiphysics Library provides state of the art collision detection, soft body and rigid body dynamics. Used by many game companies in AAA titles on Playstation 3, XBox 360, Nintendo Wii, PC and iPhone Modular extendible C++ design with hot-swap of most components Optimized back-ends for pthreads/Win32 Threads multi-threading and PS3 Cell SPU [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://bulletphysics.org/'>http://bulletphysics.org/</a><br/><strong>Project Page</strong>: <a href='http://code.google.com/p/bullet/'>http://code.google.com/p/bullet/</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/zlib-license.php">ZLib License</a>, free for commercial use.<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Bullet 3D Game Multiphysics Library provides state of the art collision detection, soft body and rigid body dynamics.</p>
<ul>
<li style="text-align: justify;">Used by many game companies in AAA titles on Playstation 3, XBox 360, Nintendo Wii, PC and iPhone</li>
<li style="text-align: justify;">Modular extendible C++ design with hot-swap of most components</li>
<li style="text-align: justify;">Optimized back-ends for pthreads/Win32 Threads multi-threading and PS3 Cell SPU</li>
<li style="text-align: justify;">Preparation for OpenCL data parallel optimizations for upcoming Bullet 3.x</li>
<li style="text-align: justify;">Discrete and continuous collision detection (CCD)</li>
<li style="text-align: justify;">Swept collision queries</li>
<li style="text-align: justify;">Ray casting with custom collision filtering</li>
<li style="text-align: justify;">Generic convex support (using GJK), capsule, cylinder, cone, sphere, box and non-convex triangle meshes.<span id="more-166"></span></li>
</ul>
<ul>
<li style="text-align: justify;">Rigid body dynamics including constraint solvers, generic constraints, ragdolls, hinge, ball-socket</li>
<li style="text-align: justify;">Support for constraint limits and motors</li>
<li style="text-align: justify;">Soft body support including cloth, rope and deformable</li>
<li style="text-align: justify;">Bullet is integrated into Cinema 4D, Lightwave and Blender, and a Houdini and Maya Plugin is available</li>
<li style="text-align: justify;">Supports import and export into COLLADA 1.4 Physics format</li>
<li style="text-align: justify;">Support for dynamic deformation of non-convex triangle meshes, by refitting the acceleration structures</li>
</ul>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://bulletphysics.org/'>http://bulletphysics.org/</a><br/><strong>Project Page</strong>: <a href='http://code.google.com/p/bullet/'>http://code.google.com/p/bullet/</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/zlib-license.php">ZLib License</a>, free for commercial use.<br/></p>]]></content:encoded>
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		<title>Open Dynamics Engine (ODE)</title>
		<link>http://opensourcevfx.org/2010/01/open-dynamics-engine-ode/</link>
		<comments>http://opensourcevfx.org/2010/01/open-dynamics-engine-ode/#comments</comments>
		<pubDate>Mon, 04 Jan 2010 23:23:41 +0000</pubDate>
		<dc:creator>Larry Gritz</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[dynamics]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[simulation]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=149</guid>
		<description><![CDATA[ODE is an open source, high performance library for simulating rigid body dynamics. It is fully featured, stable, mature and platform independent with an easy to use C/C++ API. It has advanced joint types and integrated collision detection with friction. ODE is useful for simulating vehicles, objects in virtual reality environments and virtual creatures. It [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.ode.org/'>http://www.ode.org/</a><br/><strong>Project Page</strong>: <a href='http://www.ode.org/'>http://www.ode.org/</a><br/><strong>Language</strong>: C/C++ (the public APIs are all C)<br/><strong>Platform</strong>: Linux, Mac OS X, Windows<br/><strong>License</strong>: <a title="BSD License" href="http://www.opensource.org/licenses/bsd-license.php" target="_blank">New BSD</a> or <a title="LGPL" href="http://www.opensource.org/licenses/lgpl-license.php" target="_blank">LGPL</a> (your choice)<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;"><span style="font-family: Arial,Helvetica,sans-serif;">ODE is an open source, high performance library for simulating rigid body dynamics. It is fully featured, stable, mature and platform independent with an easy to use C/C++ API. It has advanced joint types and integrated collision detection with friction. ODE is useful for simulating vehicles, objects in virtual  reality environments and virtual creatures.  It is currently used in many computer games, 3D authoring tools and simulation tools.</span></p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.ode.org/'>http://www.ode.org/</a><br/><strong>Project Page</strong>: <a href='http://www.ode.org/'>http://www.ode.org/</a><br/><strong>Language</strong>: C/C++ (the public APIs are all C)<br/><strong>Platform</strong>: Linux, Mac OS X, Windows<br/><strong>License</strong>: <a title="BSD License" href="http://www.opensource.org/licenses/bsd-license.php" target="_blank">New BSD</a> or <a title="LGPL" href="http://www.opensource.org/licenses/lgpl-license.php" target="_blank">LGPL</a> (your choice)<br/></p>]]></content:encoded>
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		</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>
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