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OGRE, Object-Oriented Graphics Rendering Engine

http://www.ogre3d.org/wp-content/uploads/2009/01/ogre_16_logo.gif

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

http://www.ogre3d.org/wiki/images/d/df/Week10.jpg

Orocos, a general-purpose, free software, and modular framework for robot and machine control

http://www.orocos.org/files/logo-t.png

The Orocos Project

Smarter control in robotics & automation!
Orocos” is the acronym of the Open Robot Control Software project. The project’s aim is to develop a general-purpose, free software, and modular framework for robot and machine control. The Orocos project supports 4 C++ libraries: the Real-Time Toolkit, the Kinematics and Dynamics Library, the Bayesian Filtering Library and the Orocos Component Library.
http://people.mech.kuleuven.be/~orocos/pub/stable/documentation/rtt/v1.4.x/doc-xml/images/RTT_KDL_BFL_400.png
  • The Orocos Real-Time Toolkit (RTT) is not an application in itself, but it provides the infrastructure and the functionalities to build robotics applications in C++. The emphasis is on real-time, on-line interactive and component based applications.
  • The Orocos Components Library (OCL) provides some ready to use control components. Both Component management and Components for control and hardware access are available.
  • The Orocos Kinematics and Dynamics Library (KDL) is a C++ library which allows to calculate kinematic chains in real-time.
  • The Orocos Bayesian Filtering Library (BFL) provides an application independent framework for inference in Dynamic Bayesian Networks, i.e., recursive information processing and estimation algorithms based on Bayes’ rule, such as (Extended) Kalman Filters, Particle Filters (Sequential Monte methods), etc.

Orocos is a free software project, hence its code and documentation are released under Free Software licenses.

Open Engine Dynamics. Library for simulation of rigid bodies dynamics.

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. This library is free software.

http://www.ode.org/pix2/odelogo.jpg

MathGL, library for scientific graphics

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.

MathGL

Croquet, the future is coming

Croquet is a powerful open source software technology that, in the form of the Croquet Software Developer’s Kit (Croquet SDK), can be used by experienced software developers to create and deploy deeply collaborative multi-user online virtual world applications on and across multiple operating systems and devices. Derived from Squeak, the Croquet system features a peer-based messaging protocol that dramatically reduces the need for server infrastructures to support virtual world deployment and makes it easy for software developers to create deeply collaborative applications. Cobalt is a National Science Foundation-sponsored effort to develop an open source virtual world browser and authoring toolkit application based on the Croquet technology.

GNU Scientific Library

The GNU Scientific Library (GSL) is a numerical library for C and C++ programmers. The library provides a wide range of mathematical routines such as random number generators, special functions and least-squares fitting. There are over 1000 functions in total with an extensive test suite.

The complete range of subject areas covered by the library includes,

Complex Numbers Roots of Polynomials
Special Functions Vectors and Matrices
Permutations Sorting
BLAS Support Linear Algebra
Eigensystems Fast Fourier Transforms
Quadrature Random Numbers
Quasi-Random Sequences Random Distributions
Statistics Histograms
N-Tuples Monte Carlo Integration
Simulated Annealing Differential Equations
Interpolation Numerical Differentiation
Chebyshev Approximation Series Acceleration
Discrete Hankel Transforms Root-Finding
Minimization Least-Squares Fitting
Physical Constants IEEE Floating-Point
Discrete Wavelet Transforms Basis splines

Unlike the licenses of proprietary numerical libraries the license of GSL does not restrict scientific cooperation. It allows you to share your programs freely with others.

http://www.gnu.org/graphics/heckert_gnu.small.png

“R” for Statistical Computing

R is a programming language and software environment for statistical computing and graphics. The R language has become a de facto standard among statisticians for the development of statistical software,[4][5] and is widely used for statistical software development and data analysis.[5]

R provides a wide variety of statistical (linear and nonlinear modelling, classical statistical tests, time-series analysis, classification, clustering, …) and graphical techniques, and is highly extensible. The S language is often the vehicle of choice for research in statistical methodology, and R provides an Open Source route to participation in that activity.

http://www.r-project.org/screenshots/RAqua-scrshot1.jpg

Software introduction in PDF (here). Example Sesion in page 78.

OpenCV, library for computer vision in real time

  • General description
    • Open source computer vision library in C/C++.
    • Optimized and intended for real-time applications.
    • OS/hardware/window-manager independent.
    • Generic image/video loading, saving, and acquisition.
    • Both low and high level API.
    • Provides interface to Intel’s Integrated Performance Primitives (IPP) with processor specific optimization (Intel processors).
  • Features:
    • Image data manipulation (allocation, release, copying, setting, conversion).
    • Image and video I/O (file and camera based input, image/video file output).
    • Matrix and vector manipulation and linear algebra routines (products, solvers, eigenvalues, SVD).
    • Various dynamic data structures (lists, queues, sets, trees, graphs).
    • Basic image processing (filtering, edge detection, corner detection, sampling and interpolation, color conversion, morphological operations, histograms, image pyramids).
    • Structural analysis (connected components, contour processing, distance transform, various moments, template matching, Hough transform, polygonal approximation, line fitting, ellipse fitting, Delaunay triangulation).
    • Camera calibration (finding and tracking calibration patterns, calibration, fundamental matrix estimation, homography estimation, stereo correspondence).
    • Motion analysis (optical flow, motion segmentation, tracking).
    • Object recognition (eigen-methods, HMM).
    • Basic GUI (display image/video, keyboard and mouse handling, scroll-bars).
    • Image labeling (line, conic, polygon, text drawing)

MIMAS, realtime computer vision toolkit

Mimas is a C++ real-time computer vision library for GNU/Linux. Mimas is licensed under the GNU LGPL. It is easy to use and includes tools for edge detection, corner detection, various filters, optic flow, tracking, blob analysis, Web cam tools for real-time applications, and much more. It also includes many implementations of traditional algorithms such as the Canny edge detector, Harris and Stephens corner detector and pairwise geometric histograms (PGH).

http://vision.eng.shu.ac.uk/mmvlwiki/images/thumb/5/5b/200px-Mimas.jpg

OpenVulture, controlando vehículos autónomos

The OpenVulture project is a free and open source software package for controlling autonomous vehicles brought to you by the fantabulous 757 Labs team and the open source community. The primary purpose of this project is to provide a simple, free and nearly-dependency-free application (Vulture) and library(libvulture) to facilitate the software needs of an autonomous platform. Free, in the former case, refers to both freedom and cost. Such platforms (e.g. UAV, automated R/C car, etc) can be constructed cheaply and employ aspects of the OpenVulture software to act as the “brain” of the platform, steering it to waypoints and directing the platform in following pre-planed patterns/paths.