carmine : Blender3D to OpenGL C / C++ code !
1800 Hrs, Mar 02, 2009
I enjoy working on 3D graphics, be it programming with OpenGL and its extensions or modelling nitty gritty details into a scene with Blender3D. I am sure that any OpenGL programmer would find pride in developing a quick demo or trying out a new add-on library. This works well if you are experienced or have the comfort of using several of the  publicly available libraries for your platform. The most common libraries or frameworks are used with an intent to load models or create scene graphs. However, not all programmers would like to use bulky model loaders and would prefer to use something light weight. This is true especially on embedded systems (using OpenGL ES) where a programmer is constrained by system resources and of course... limited number of options to load models. This becomes tougher for novice OpenGL programmers who need to render a simple scene without having to hassle with large APIs.

I went through something similar when I was attempting my 3D project.  Since Blender3D has a fantastic plugin interface, I wrote the "carmine" exporter to export simple scene setups in Blender 3D to readily usable code C / C++ structures and arrays. The data was written to suit OpenGL requirements and optimized for space consumption. Additionally, I added the ability to switch between cameras in a scene, a nice to have feature while experimenting with OpenGL.
Goto carmine project page
Anup Jayapal Rao

AkashGanga : A Python and CORBA based renderfarm !
1500 Hrs, Dec 24, 2008
During 2007-08, I undertook the Masters (PG) program at the University of Sussex, UK. The MSc in MAVE (Multimedia Applications and Virtual Environments) program introduced me to several key aspects of Multimedia technologies. During spring term, the program included the "Distributed Systems" course dealing with computing, and, data storage and retrieval over multiple computers connected to a network. Dr. Ian Wakeman, who convened the course, soon introduced the participants to CORBA and similar technologies. Under his supervision, I attempted to prototype a renderfarm completely from scratch using freely available open source tools as part of my coursework. The idea was to use any number of computers in the lab, each assuming a different role during the render process of a video. Ideally, the time required to render the video must reduce proportionally depending on the machines involved in rendering. The submitted work is being shared here for the benefit of the open source community and especially the Blender 3D community.
Goto AkashGanga project page
Anup Jayapal Rao

rHg : Under Construction
5678 Hrs, Sep 03, 96
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