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manuelk 2bbf5fb27e First pass at an hbr regression test :
- generate baseline data with the new hbr_baseline tool
- run the a regression of the current hbr code over the baseline data-set with hbr_regression

There is still some cleanup to do to generalize some of the "shape" code as our intermediate
obj-like file format is unfortunately entrenching itself (we should really be using RIB...)

There is also a fair amounto f copy/pasted stuff in the regression code that needs to be refactored

Closes #32
2012-08-17 16:58:01 -07:00
cmake Siggrpah 2012 - rolling over all of prepro work into beta 1.1 2012-08-03 19:51:27 -07:00
examples Remove IlmBase dependencies for now as we are not using any of the features. 2012-08-10 16:40:22 -07:00
opensubdiv Good catch - in practice this should be pretty hard to get into... but 2012-08-10 15:24:04 -07:00
regression First pass at an hbr regression test : 2012-08-17 16:58:01 -07:00
.gitignore Adding a .gitignore rule file 2012-06-22 10:43:15 -07:00
CMakeLists.txt Remove IlmBase dependencies for now as we are not using any of the features. 2012-08-10 16:40:22 -07:00
README.md Update README.md 2012-08-15 12:45:10 -07:00

OpenSubdiv

OpenSubdiv is a set of open source libraries that implement high performance subdivision surface (subdiv) evaluation on massively parallel CPU and GPU architectures. This codepath is optimized for drawing deforming subdivs with static topology at interactive framerates. The resulting limit surface matches Pixars Renderman to numerical precision.

OpenSubdiv is covered by the Microsoft Public License, and is free to use for commercial or non-commercial use. This is the same code that Pixar uses internally for animated film production. Our intent is to encourage high performance accurate subdiv drawing by giving away the "good stuff".

OpenSubdiv is entering open beta for SIGGRAPH 2012. Feel free to use it and let us know what you think.

For more details about OpenSubdiv, see Pixar Graphics Technologies.

Note that this beta code is live and will undergo significant churn as it approaches release. Expect that APIs will change as the code is continually improved.

Quickstart

Basic instructions to get started with the code.

Dependencies

Cmake will adapt the build based on which dependencies have been successfully discovered and will disable certain features and code examples that are being built accordingly.

Please refer to the documentation of each of the dependency packages for specific build and installation instructions.

Required:

Optional:

Useful cmake options and environment variables

-DCMAKE_BUILD_TYPE=[Debug|Release]
-DCUDA_TOOLKIT_ROOT_DIR=[path to CUDA]
-DPTEX_LOCATION=[path to Ptex]
-DGLEW_LOCATION=[path to GLEW]
-DGLUT_LOCATION=[path to GLUT]
-DMAYA_LOCATION=[path to Maya]

The paths to Maya, Ptex, GLUT, and GLEW can also be specified through the following environment variables: MAYA_LOCATION, PTEX_LOCATION, GLUT_LOCATION, and GLEW_LOCATION.

Build instructions for linux:

Clone the repository:

git clone git://github.com/PixarAnimationStudios/OpenSubdiv.git

Generate Makefiles:

cd OpenSubdiv
mkdir build
cd build
cmake ..

Build the project:

make

Build instructions for windows:

Clone the repository:

In the GitShell CLI :

git clone git://github.com/PixarAnimationStudios/OpenSubdiv.git

Generate a VC++ Solution:

  • Run cmake's GUI tool
  • Set the source and build directories
  • Add the location of the optional packages as variable entries
  • Click 'configure' and then 'generate'

Standalone viewer

To run viewer:

bin/viewer

Usage:

Left mouse button drag   : orbit camera
Middle mouse button drag : dolly camera
Right mouse button       : show popup menu
n, p                     : next/prev model
1, 2, 3, 4, 5, 6, 7      : specify subdivision level
w                        : switch display mode
q                        : quit

Wish List

There are many things we'd love to do to improve support for subdivs but don't have the resources to. We hope folks feel welcome to contribute if they have the interest and time. Some things that could be improved:

  • The reference maya plugin doesn't integrate with Maya shading. That would be cool.
  • John Lasseter loves looking at film assets in progress on an iPad. If anyone were to get this working on iOS he'd be looking at your code, and the apple geeks in all of us would smile.
  • Alembic support would be wonderful, but we don't use Alembic enough internally to do the work.
  • The precomputation step with hbr can be slow. Does anyone have thoughts on higher performance with topology rich data structures needed for feature adaptive subdivision? Maybe a class that packs adjacency into blocks of indices efficiently, or supports multithreading ?