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Rigs of Rods (also known as RoR), is an Open Source truck, car, airplane and boat simulator. You can drive, fly or sail in total freedom in an open environment. What makes RoR different to most simulators is its unique soft-body physics: vehicles chassis and wheels are simulated in real-time as flexible objects, giving the simulation an extremely accurate behavior, while allowing the vehicles to be simply specified by their structural composition, as a network of interconnected nodes (forming the chassis and the wheels). Crashing into walls or terrain can permanently deform a vehicle in a realistic manner. In addition to its unique soft-body physics, RoR also features an advanced flight model based on blade element theory, allowing the accurate simulation of any airplane, base on their physical dimensions and wing airfoils. It also features an accurate buoyancy model based on elemental pressure gradients, enabling boats with complex hulls to move realistically in the swell.

RoR is highly moddable: currently there are 2073 mods for RoR.

OGRE (Object-Oriented Graphics Rendering Engine) is a scene-oriented, flexible 3D engine written in C++ designed to make it easier and more intuitive for developers to produce applications utilising hardware-accelerated 3D graphics. The class library abstracts all the details of using the underlying system libraries like Direct3D and OpenGL and provides an interface based on world objects and other intuitive classes.
Features
Features Productivity features
- Simple, easy to use OO interface designed to minimise the effort required to render 3D scenes, and to be independent of 3D implementation i.e. Direct3D/OpenGL.
- Extensible example framework makes getting your application running is quick and simple
- Common requirements like render state management, spatial culling, dealing with transparency are done for you automatically saving you valuable time
- Clean, uncluttered design and full documentation of all engine classes
- Proven, stable engine used in several commercial products
Platform & 3D API support
- Direct3D and OpenGL support
- Windows (all major versions), Linux and Mac OSX support
- Builds on Visual C++ and Code::Blocks on Windows
- Builds on gcc 3+ on Linux / Mac OSX (using XCode)
Material / Shader support
- Powerful material declaration language allows you to maintain material assets outside of your code
- Supports vertex and fragment programs (shaders), both low-level programs written in assembler, and high-level programs written in Cg, DirectX9 HLSL, or GLSL and provides automatic support for many commonly bound constant parameters like worldview matrices, light state information, object space eye position etc
- Supports the complete range of fixed function operations such as multitexture and multipass blending, texture coordinate generation and modification, independent colour and alpha operations for non-programmable hardware or for lower cost materials
- Multiple pass effects, with pass iteration if required for the closest ‘n’ lights
- Support for multiple material techniques means you can design in alternative effects for a wide range of cards and OGRE automatically uses the best one supported
- Material LOD support; your materials can reduce in cost as the objects using them get further away
- Load textures from PNG, JPEG, TGA, BMP or DDS files, including unusual formats like 1D textures, volumetric textures, cubemaps and compressed textures (DXT/S3TC)
- Textures can be provided and updated in realtime by plugins, for example a video feed
- Easy to use projective texturing support
Meshes
- Flexible mesh data formats accepted, separation of the concepts of vertex buffers, index buffers, vertex declarations and buffer mappings
- Biquadric Bezier patches for curved surfaces
- Progressive meshes (LOD), manual or automatically generated
- Static geometry batcher
Animation
- Sophisticated skeletal animation support
- blending of multiple animations with variable weights
- variable/multiple bone weight skinning
- software and hardware-accelerated skinning pipelines with intelligent buffer sharing
- manual bone control
- Configurable interpolation modes, accuracy vs speed tradeoffs
- Flexible shape animation support
- Morph animation for legacy applications where you wish to perform simple linear blends between shape snapshots
- Pose animation for modern shape animation, allowing you to blend many poses at variable weights along a timeline, for example expression / mouth shapes to perform facial animation
- Both techniques can be implemented in hardware and software depending on hardware support
- Animation of SceneNodes for camera paths and similar techniques, using spline interpolation where needed
- Generic animation tracks can accept pluggable object adaptors to enable you to animate any parameter of any object over time
Scene Features
- Highly customisable, flexible scene management, not tied to any single scene type. Use predefined classes for scene organisation if they suit or plug in your own subclass to gain full control over the scene organisation
- Several example plugins demonstrate various ways of handling the scene specific to a particular type of layout (e.g. BSP, Octree)
- Hierarchical scene graph; nodes allow objects to be attached to each other and follow each others movements, articulated structures etc
- Multiple shadow rendering techniques, both modulative and additive techniques, stencil and texture based, each highly configurable and taking full advantage of any hardware acceleration available.
- Scene querying features
Special Effects
- Compositor system, allowing for full-screen postprocessing effects to be defined easily, via scripts if desired
- Particle Systems, including easily extensible emitters, affectors and renderers (customisable through plugins). Systems can be defined in text scripts for easy tweaking. Automatic use of particle pooling for maximum performance
- Support for skyboxes, skyplanes and skydomes, very easy to use
- Billboarding for sprite graphics
- Ribbon trails
- Transparent objects automatically managed (rendering order & depth buffer settings all set up for you)
Misc features
- Common resource infrastructure for memory management and loading from archives (ZIP, PK3)
- Flexible plugin architecture allows engine to be extended without recompilation
- ‘Controllers’ allow you to easily organise derived values between objects e.g. changing the colour of a ship based on shields left
- Debugging memory manager for identifying memory leaks
- ReferenceAppLayer provides an example of how to combine OGRE with other libraries, for example ODE for collision & physics
- XMLConverter to convert efficient runtime binary formats to/from XML for interchange or editing

Physics libraries such as ODE provide excellent real-time simulation, embedding them in a 3D application to create a virtual reality is far from trivial. It is often prohibitively difficult to create a simulated reality that incorporates complex dynamic objects that interact with each other and the environment under physics’ constraints.
One of the major obstacles is mapping between meshes and objects supported by the physics engine.—This is what EZPhysics aims to solve.
EZPhysics API is licensed under the GNU Lesser Public License (LGPL).
The system is composed of two parts:
- Editor & Simulator—Lets you interactively embed objects supported by the physics engine into 3D meshes, attach joints and constraints to the physics objects, save the “physically rigged” scenes into files, and run simulations.
- API—Lets you embed the “physically rigged” meshes into your application. This involves using classes and methods for reading the editor files and manipulating the physical aspects of the objects, such as applying torques and forces to joints.
 
CarWorld is a small driving simulator/demo I use to test various things of interest. It was mostly developed when I was a student. It is released with the full source code under the GNU General Public License.
The rendering
The two top pictures represent an slightly older version (v0.072) but graphically similar of CarWorld as it was presented for my project. v0.072 includes an OpenGL based renderer allowing
- file input and displaying of texture mapped models with interpolated surface normals, real time projected shadows (as seen in the dino lights example).
- background object
- on screen command line to modify visual and simulation parameters
The mechanics
- based on classical mechanics
- uses standard metrics (Newtons, meters, seconds…)
- there are no constraints on the environment surface
- variable length time increments and variable increment number means “CarWorld time” is not dependent on frame rate.
- adjustable simulation specs include: metrics, mass, moment of inertia around rotation axis, suspension pre load, compression dampin
Where I am now
I am now working at OKTAL where I work on Callas/Prosper a vehicle dynamics evaluation tool and full scale driving simulator.
The rendering
The two top pictures represent an slightly older version (v0.072) but graphically similar of CarWorld as it was presented for my project. v0.072 includes an OpenGL based renderer allowing
- file input and displaying of texture mapped models with interpolated surface normals, real time projected shadows (as seen in the dino lights example).
- background object
- on screen command line to modify visual and simulation parameters
The mechanics
- based on classical mechanics
- uses standard metrics (Newtons, meters, seconds…)
- there are no constraints on the environment surface
- variable length time increments and variable increment number means “CarWorld time” is not dependent on frame rate.
- adjustable simulation specs include: metrics, mass, moment of inertia around rotation axis, suspension pre load, compression damping, rebound damping, engine torque output, air friction, surface friction.
  
Jmol is a molecule viewer. It is cross-platform, running on Windows, Mac OS X, and Linux/Unix systems. The JmolApplet is a web browser applet that can be integrated into web pages, the Jmol application is a standalone Java application that runs on the desktop and the JmolViewer is a development tool kit that can be integrated into other Java applications.
- Free, open-source software licensed under the GNU Lesser General Public License
- Applet, Application, and Systems Integration Component
- Multi-language
- Cross-platform
- Supports all major web browsers…
- High-performance 3D rendering with no hardware requirements
- File formats (see also file formats section within Jmol Wiki):
- CIF/mmCIF – Crystallographic Information File and Macromolecular Crystallographic Information File, the standards from the International Union of Crystallography
- CML – Chemical Markup Language
- CSF – Fujitsu CAChe chemical structure, now Fujitsu Sygress
- CTFile – Elsevier MDL chemical table
- GAMESS – General Atomic and Molecular Electronic Structure System output, Gordon Research Group, Iowa State University
- Gaussian 94/98/03 output – Gaussian, Inc.
- Ghemical
- HIN – HyperChem from Hypercube, Inc.
- Jaguar – Schrodinger, LLC
- MM1GP – Ghemical molecular mechanics
- MOL – Elsevier MDL structure
- MOLPRO – Molpro output
- MOPAC – MOPAC 93/97/2002 output (public domain)
- MOPAC 2007 (v.7.101) graphf output (.mgf files) (public domain)
- NWCHEM – NWChem output, Pacific Northwest National Laboratory
- odydata – Odyssey data, WaveFunction, Inc.
- PDB – Protein Data Bank, Research Collaboratory for Structural Bioinformatics
- QOUT – Q-Chem, Inc.
- SDF – Elsevier MDL structure
- SHELX – Structural Chemistry Department, University of Göttingen (Germany)
- SMOL – Spartan data, Wavefunction, Inc.
- spinput – Spartan data, Wavefunction, Inc.
- xodydata – Odyssey XML data, WaveFunction, Inc.
- XYZ – Minnesota Supercomputer Institute XMol file
- XYZ+vib – XYZ format files with added vibrational vector information
- XYZ-FAH – Folding@home XYZ file
- Animations
- Vibrations
- Basic support for unit cell and symmetry operations
- Schematic shapes for secondary structures in biomolecules
- Measurements
- Support for RasMol/Chime scripting language
- JavaScript support library
- Exports to .jpg, .png, .ppm, .pdf, and PovRay
- For more details, see the history of development.
  
Manual:

MathGL is:
- a library for making high-quality scientific graphics under Linux and Windows;
- a library for the fast data plotting and handling of large data arrays;
- a library for working in window and console modes and for easy embedding into other programs;
- a library with large and growing set of graphics.

Sweet Home 3D is a free interior design application that helps you place your furniture on a house 2D plan, with a 3D preview.
This program is aimed at people who want to design their interior quickly, whether they are moving or they just want to redesign their existing home. Numerous visual guides help you draw the plan of your home and layout furniture. You may draw the walls of your rooms upon the image of an existing plan, and then, drag and drop furniture onto the plan from a catalog organized by categories. Each change in the 2D plan is simultaneously updated in the 3D view, to show you a realistic rendering of your layout.

CAELinux is a computer aided engineering Linux distribution.They say you just insert the CAELinux LiveDVD in a computer and turn it into a professionnal CAE workstation.
It is based on the open-source CAE softwares Salomé, Code_Aster, Code_Saturne and OpenFOAM , you can load your CAD geometry in Salomé and start partitionning and meshing your problem in just 5 minutes.
Then you can simulate incredibly complex physics with the open-source FE & CFD solvers Code_Aster, Code-Saturne, OpenFOAM & Elmer: non-linear thermo-mechanics, coupled fluid-structure dynamics, seismic / non-linear explicit dynamics, contacts, visco-plasticity, fluid dynamics, heat exchange, convection heat transfer and radiation, electro-magnetcis in other words nearly all physics problem can be addressed with the integrated solvers!! Then reload your results files in post-processing applications like Salomé, GMSH, Visit, or Paraview to visualize your data in 3D… And don’t forget all these features are based on free softwares.

Included Software:
Software
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Use
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| Salome_Meca_2007.1 |
3D CAD,Meshing Post Processing, Multiphysics FE analysis |
| Salome v3.2.6 |
3D CAD, Meshing Post Processing |
| Code Aster v9.1 |
multiphysics FE analysis |
| Impact |
explicit FE dynamics |
| OpenFOAM v1.4.1 |
multipurpose CFD oriented solvers |
| Elmer v5.3 |
multiphysics FE package |
| Calculix 1.7 |
pre-post & FE solver, Abaqus-like syntax |
| Code-Saturne |
3D CFD/combustion solver |
| GMSH 1.65 & 2.0 |
Scriptable & general purpose geometry modelling, meshing and post processing |
| Gerris flow solver v0.6.0 |
2D / 3D CFD solvers based on automatic octree mesh refinement |
| MBDyn |
multibody dynamics |
| Tochnog |
statics & dynamics FE solver |
| OpenFlower |
3D CFD solver |
| Dynela |
non-linear explicit dynamics |
| Dolfyn CFD |
2D/3D CFD solver |
| GetDP |
general PDE solver |
| Octave + Octave-Forge |
SoftwareUseMATLAB compatible mathematical programming |
| Scilab |
Matlab/Simulink-like mathematical programming environment |
| wxMaxima |
Maple like symbolic computing environment |
| R and RKWard |
Mathematical modelling & statistics (similar to S-Plus) |
| Paraview |
general purpose 3D visualization software |
| QCAD |
2D CAD program |
| Netgen |
3D mesh generator |
| Tetgen |
3D mesh generator |
ImLab is a free open source graphical application for Scientific Image Processing that runs in Windows, Linux and many other UNIX systems. It supports multiple windows, data types including 32 bit integers, 32 bit real numbers and complex numbers. It is implemented in C++ and also in C to provide a very simple way to add new functions. It has many image operations and supports several file formats.
In several situations ImLab can be the ideal program to develop new Image Processing algorithms, articles, thesis and dissertations.
List of ImLab Features (Most of them are inherited from the IM library).
 
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