conda create -n otio-py38 python=3.8
conda activate otio-py38
conda install -c anaconda cmake
#conda install -c anaconda jinja2 # for USD
python -m pip install PySide2 PyOpenGL
#conda install -c rdonnelly vs2019_win-64 # developer command prompt for VS2019
#Build your projects
// Scripts, variables, and constants here are visible to all modes | |
let fake_phi = 0 | |
def Render(p, ϕ, height, horizon, scale_height, distance, screen_width, screen_height): | |
// precalculate viewing angle parameters | |
const sinphi = sin(ϕ + fake_phi) | |
const cosphi = cos(ϕ + fake_phi) | |
fake_phi += 0.1 |
let im4_items = [] | |
let im4_order = 0 | |
let im4_found_index = 0 | |
let im4_search_label = "" | |
let im4_cursor_x = 16 | |
let im4_selection = 0 | |
let im4_iteration = 0 | |
let im4_current_font = ∅ | |
const im4_button_kind = 0 |
Algebraic Representations for Volumetric Frame Fields https://siggraph2020.hubb.me/schedule-builder/sessions/715917 Q&A: https://siggraph2020.hubb.me/schedule-builder/sessions/713389
David Palmer, Massachusetts Institute of Technology (MIT) David Bommes, University of Bern Justin Solomon, Massachusetts Institute of Technology (MIT)
# Rendezvous protocol | |
RENDEZVOUS | |
Admin | |
ShowAdmins | |
[name, email, [tags], show] | |
Contributors | |
[name, email, [tags], [shows]] |
I joined Apple in the summer of 2013, as part of Graphics, with a mandate of improving game related technologies, and professional production workflows.
ModelIO was started early 2014, and introduced at WWDC 2015. It's purpose was to introduce 3d asset IO, analogously to ImageIO providing import and export of a large variety of 3d file formats. Due to various concerns including ongoing negotiations with Autodesk, FBX was not part of the release.
ModelIO also contained a suite of pipeline related tools, in-memory scene organization tools, geometry transformations, and bakers of various kind such as automated distortion minimizing UV mapping, occlusion baking, and so on.
What ModelIO did not have was collaborative editing, large scale scene management, and notions of asset composition such as template assets, attribute overrides, asset variations, and the like.
Having architected the content creation pipeine at LucasArts for a decade, and from having worked as a developer and architect on ILM's proprietar
#import "NSImage+MTLTexture.h" | |
#import <Foundation/Foundation.h> | |
#import <Metal/MTLDevice.h> | |
#import <Accelerate/Accelerate.h> | |
@implementation NSImage(MTLTexture) | |
// ref: https://gist.github.com/cbirkhold/52bfdcfd2db7777b64b8 | |
// The original gist bore the MIT license |
reference [https://stackoverflow.com/questions/26660287/how-to-embed-python-in-an-objective-c-os-x-application-for-plugins] https://stackoverflow.com/questions/26660287/how-to-embed-python-in-an-objective-c-os-x-application-for-plugins
download the source tarball desired from Python.org
Create a build directory with no spaces, because #! don't work with space, /Users/me/Projects/PythonHost
extract the python tarball resulting in e.g. /Users/me/Projects/PythonHost/Python-3.7.7
#!/bin/sh | |
## setup _________________________________ | |
TMUX_VER=2.9a | |
LIBEVENT_VER=2.1.11-stable | |
TEMP_COMPILE=~/tmux-temp-compile | |
COMMON_INSTALL_PREFIX=/opt | |
SYMLINK=/usr/local/bin/tmux |