b3508ed657
Several improvements to CI building and testing |
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build_scripts | ||
cmake | ||
documentation | ||
examples | ||
opensubdiv | ||
regression | ||
tutorials | ||
.gitignore | ||
.travis.yml | ||
appveyor.yml | ||
CMakeLists.txt | ||
LICENSE.txt | ||
NOTICE.txt | ||
OpenSubdivCLA_corporate.pdf | ||
OpenSubdivCLA_individual.pdf | ||
README.md |
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 Pixar's Renderman to numerical precision.
OpenSubdiv is covered by the Apache 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".
Feel free to use it and let us know what you think.
For more details about OpenSubdiv, see Pixar Graphics Technologies.
Linux and OSX | Windows | |
---|---|---|
master | ||
dev |
Documents
- [User Documents] (http://graphics.pixar.com/opensubdiv/docs/intro.html)
- [Doxygen API Documents] (http://graphics.pixar.com/opensubdiv/docs/doxy_html/index.html)
- [Release Notes] (http://graphics.pixar.com/opensubdiv/docs/release_notes.html)
Forum
- [OpenSubdiv Google Groups] (https://groups.google.com/forum/embed/?place=forum/opensubdiv)
Prerequisite
For complete information, please refer OpenSubdiv documents: [Building with CMake] (http://graphics.pixar.com/opensubdiv/docs/cmake_build.html)
- General requirements:
Lib (URL) | Min Version | Note |
---|---|---|
CMake http://www.cmake.org |
2.8.6 | Required |
- Osd optional requirements:
Lib (URL) | Min Version | Note |
---|---|---|
GLEW http://glew.sourceforge.net |
1.9.0 | GL backend (Win/Linux only) |
CUDA http://developer.nvidia.com/cuda-toolkit |
4.0 | cuda backend |
TBB https://www.threadingbuildingblocks.org |
4.0 | TBB backend |
OpenCL http://www.khronos.org/opencl |
1.1 | CL backend |
DX11 SDK http://www.microsoft.com/download/details.aspx?id=6812 |
DX backend | |
Metal https://developer.apple.com/metal/ |
1.2 | Metal backend |
- Examples/Documents optional requirements:
Lib (URL) | Min Version | Note |
---|---|---|
GLFW http://www.glfw.org |
3.0.0 | GL examples |
Ptex https://github.com/wdas/ptex |
2.0 | ptex viewers |
Zlib http://www.zlib.net |
(required for Ptex under windows) | |
Docutils http://docutils.sourceforge.net |
documents | |
Doxygen http://www.doxygen.org |
documents |
Build example to run glViewer and other example programs with minimal dependency
All platforms:
- Install cmake, GLFW and GLEW (GLEW is not required on OSX)
make sure GLEW and GLFW install directories configured as follows:
${GLEW_LOCATION}/include/GL/glew.h
${GLEW_LOCATION}/lib/libGLEW.a (linux)
${GLEW_LOCATION}/lib/glew32.lib (windows)
${GLFW_LOCATION}/include/GLFW/glfw3.h
${GLFW_LOCATION}/lib/libglfw3.a (linux)
${GLFW_LOCATION}/lib/glfw3.lib (windows)
- Clone OpenSubdiv repository, and create a build directory.
git clone https://github.com/PixarAnimationStudios/OpenSubdiv
mkdir build
cd build
Windows (Visual Studio)
- run cmake:
"c:/Program Files (x86)/CMake/bin/cmake.exe" ^
-G "Visual Studio 12 Win64" ^
-D NO_PTEX=1 -D NO_DOC=1 ^
-D NO_OMP=1 -D NO_TBB=1 -D NO_CUDA=1 -D NO_OPENCL=1 -D NO_CLEW=1 ^
-D "GLEW_LOCATION=*YOUR GLEW INSTALL LOCATION*" ^
-D "GLFW_LOCATION=*YOUR GLFW INSTALL LOCATION*" ^
..
- Open OpenSubdiv.sln in VisualStudio and build.
Linux
cmake -D NO_PTEX=1 -D NO_DOC=1 \
-D NO_OMP=1 -D NO_TBB=1 -D NO_CUDA=1 -D NO_OPENCL=1 -D NO_CLEW=1 \
-D GLEW_LOCATION="*YOUR GLEW INSTALL LOCATION*" \
-D GLFW_LOCATION="*YOUR GLFW INSTALL LOCATION*" \
..
make
macOS
cmake -G Xcode -D NO_PTEX=1 -D NO_DOC=1 \
-D NO_OMP=1 -D NO_TBB=1 -D NO_CUDA=1 -D NO_OPENCL=1 -D NO_CLEW=1 \
-D GLFW_LOCATION="*YOUR GLFW INSTALL LOCATION*" \
..
make
iOS
- Because OpenSubdiv uses a self-built build tool (stringify) as part of the build process, you'll want to build for macOS and build the stringify target
SDKROOT=$(xcrun --sdk iphoneos --show-sdk-path) cmake -D NO_PTEX=1 -D NO_DOC=1 \
-D NO_OMP=1 -D NO_TBB=1 -D NO_CUDA=1 -D NO_OPENCL=1 -D NO_CLEW=1 \
-D STRINGIFY_LOCATION="*YOUR MACOS BUILD LOCATION*"/bin/stringify \
-D CMAKE_TOOLCHAIN_FILE=../cmake/iOSToolchain.cmake -G Xcode \
..
- This will produce an "OpenSubdiv.xcodeproj" that can be open and the targets 'mtlViewer' and 'mtlPtexViewer' (if NO_PTEX is ommitted and libPtex.a is installed in the iOS SDK) that can be run
Useful cmake options and environment variables
-DCMAKE_BUILD_TYPE=[Debug|Release]
-DCMAKE_INSTALL_PREFIX=[base path to install OpenSubdiv]
-DCMAKE_LIBDIR_BASE=[library directory basename (default: lib)]
-DCMAKE_TOOLCHAIN_FILE=[toolchain file for crossplatform builds]
-DCUDA_TOOLKIT_ROOT_DIR=[path to CUDA Toolkit]
-DPTEX_LOCATION=[path to Ptex]
-DGLEW_LOCATION=[path to GLEW]
-DGLFW_LOCATION=[path to GLFW]
-DSTRINGIFY_LOCATION=[path to stringify utility]
-DNO_LIB=1 // disable the opensubdiv libs build (caveat emptor)
-DNO_EXAMPLES=1 // disable examples build
-DNO_TUTORIALS=1 // disable tutorials build
-DNO_REGRESSION=1 // disable regression tests build
-DNO_PTEX=1 // disable PTex support
-DNO_DOC=1 // disable documentation build
-DNO_OMP=1 // disable OpenMP
-DNO_TBB=1 // disable TBB
-DNO_CUDA=1 // disable CUDA
-DNO_OPENCL=1 // disable OpenCL
-DNO_OPENGL=1 // disable OpenGL
-DNO_CLEW=1 // disable CLEW wrapper library
-DNO_METAL=1 // disable Metal