Jump to content


Pixar's Open SubDiv To actually be open soon


3 replies to this topic

#1 alphadog

    DevMaster Staff

  • Moderators
  • 1716 posts

Posted 13 August 2012 - 01:18 PM

http://www.theregist...es_open_subdiv/

For those of you without enough time and/or money for SIGGRAPH:

"Pixar's Manuel Kraemer told the Siggrpah conference last week that the code is used at Pixar and that a full release is due late in 2012. Kraemer also said the studio has decided to freely licence some of its patents to make it possible to use Open SubDiv without attendant angst about future legal worries."

Open Subdiv relates to subdivision surfaces. One would assume that, coming from Pixar, there's probably some pretty neat stuff in there.

Mind you, the license will apparently be Ms-PL, which is, well, not totally open. (Essentially, Ms-PL forces derived work to adopt Ms-PL, and limits your licensing choices. Not the most egregious of things, but still...)
Hyperbole is, like, the absolute best, most wonderful thing ever! However, you'd be an idiot to not think dogmatism is always bad.

#2 alphadog

    DevMaster Staff

  • Moderators
  • 1716 posts

Posted 13 August 2012 - 01:24 PM

Actually, a collegue just informed me the Github repo is up as of three days ago:
https://github.com/P...dios/OpenSubdiv

How soon is now? :)
Hyperbole is, like, the absolute best, most wonderful thing ever! However, you'd be an idiot to not think dogmatism is always bad.

#3 Stainless

    Member

  • Members
  • PipPipPipPip
  • 578 posts
  • LocationSouthampton

Posted 13 August 2012 - 02:08 PM

I wouldn't try to get near it for a while.

It was slashdot'ed

#4 TheNut

    Senior Member

  • Moderators
  • 1699 posts
  • LocationThornhill, ON

Posted 13 August 2012 - 06:09 PM

So it's basically catmull-clark implemented in the GPU? Not really sure I see the benefit in its current release. I mean it's likely to be very fast, but software based implementations are not exactly lagging in this field, especially with today's processors. Even an implementation I did in JavaScript is fast :D It might be more interesting if they implement it in the tessellation stage, but that might be overkill for what really should be done in the VBO construction stage. I suppose it might have benefits if you're building procedurally detailed worlds. Build a game today that still looks great 20 years from now :D
http://www.nutty.ca - Being a nut has its advantages.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users