• Diffusion curves
    • Diffusion Curves is a vector-based design tool for creating complex shaded images. This prototype is composed of the Windows binary, along with the required shader programs (ie. in source code).
    • http://maverick.inria.fr/Publications/2008/OBWBTS08/index.php
  • Freestyle
    • Freestyle is a software for Non-Photorealistic Line Drawing rendering from 3D scenes. It is designed as a programmable interface to allow maximum control over the style of the final drawing: the user "programs" how the silhouettes and other feature lines from the 3D model should be turned into stylized strokes using a set of programmable operators dedicated to style description. This programmable approach, inspired by the shading languages available in photorealistic renderers such as Pixar's RenderMan, overcomes the limitations of integrated software with access to a limited number of parameters and permits the design of an infinite variety of rich and complex styles. The system currently focuses on pure line drawing as a first step. The style description language is Python augmented with our set of operators. Freestyle was developed in the framework of a research project dedicated to the study of stylized line drawing rendering from 3D scenes.
  • GigaVoxels
    • Gigavoxel is a software platform which goal is the real-time quality rendering of very large and very detailed scenes which couldn't fit memory. Performances permit showing details over deep zooms and walk through very crowdy scenes (which are rigid, for the moment). The principle is to represent data on the GPU as a Sparse Voxel Octree which multiscale voxels bricks are produced on demand only when necessary and only at the required resolution, and kept in a LRU cache. User defined producer lays accross CPU and GPU and can load, transform, or procedurally create the data. Another user defined function is called to shade each voxel according to the user-defined voxel content, so that it is user choice to distribute the appearance-making at creation (for faster rendering) or on the fly (for storageless thin procedural details). The efficient rendering is done using a GPU differential cone-tracing using the scale corresponding to the 3D-MIPmapping LOD, allowing quality rendering with one single ray per pixel. Data is produced in case of cache miss, and thus only whenever visible (accounting for view frustum and occlusion). Soft-shadows and depth-of-field is easily obtained using larger cones, and are indeed cheaper than unblurred rendering. Beside the representation, data management and base rendering algorithm themself, we also worked on realtime light transport, and on quality prefiltering of complex data. Ongoing researches are addressing animation. GigaVoxels is currently used for the quality real-time exploration of the detailed galaxy in ANR RTIGE. Most of the work published by Cyril Crassin (and al.) during his PhD (see http://maverick.inria.fr/Members/Cyril.Crassin/ ) is related to GigaVoxels. GigaVoxels is available for Windows and Linux under the BSD-3 licence.
    • http://gigavoxels.inria.fr
  • GRATIN
    • Gratin is a node-based compositing software for creating, manipulating and animating 2D and 3D data. It uses an internal direct acyclic multi-graph and provides an intuitive user interface that allows to quickly design complex prototypes. Gratin has several properties that make it useful for researchers and students. (1) it works in real-time: everything is executed on the GPU, using OpenGL, GLSL and/or Cuda. (2) it is easily programmable: users can directly write GLSL scripts inside the interface, or create new C++ plugins that will be loaded as new nodes in the software. (3) all the parameters can be animated using keyframe curves to generate videos and demos. (4) the system allows to easily exchange nodes, group of nodes or full pipelines between people.
    • https://gitlab.inria.fr/vergne/gratin
  • HQR
    • HQR is a global lighting simulation platform. It provides algorithms for handling materials, geometry and light sources, accepting various industry formats by default. It also provides algorithms for solving light transport simulation problems such as photon mapping, metropolis light transport and bidirectional path tracing. Using a plugin system it allows users to implement their own parts, allowing researchers to test new algorithms for specific tasks.
    • http://artis.imag.fr/~Cyril.Soler/HQR
  • libylm
    • This library implements spherical and zonal harmonics. It provides the means to perform decompositions, manipulate spherical harmonic distributions and provides its own viewer to visualize spherical harmonic distributions.
    • https://launchpad.net/~csoler-users/+archive/ubuntu/ylm
  • MobiNet
    • The MobiNet software allows for the creation of simple applications such as video games, virtual physics experiments or pedagogical math illustrations. It relies on an intuitive graphical interface and language which allows the user to program a set of mobile objects (possibly through a network). It is available in public domain for Linux,Windows and MacOS.
    • http://mobinet.imag.fr/index.en.html
  • PLANTRAD
    • PlantRad is a software program for computing solutions to the equation of light equilibrium in a complex scene including vegetation. The technology used is hierarchical radiosity with clustering and instantiation. Thanks to the latter, PlantRad is capable of treating scenes with a very high geometric complexity (up to millions of polygons) such as plants or any kind of vegetation scene where a high degree of approximate self-similarity permits a significant gain in memory requirements.
  • PROLAND
    • The goal of this platform is the real-time quality rendering and editing of large landscapes. All features can work with planet-sized terrains, for all viewpoints from ground to space. Most of the work published by Eric Bruneton and Fabrice Neyret (see http://evasion.inrialpes.fr/Membres/Eric.Bruneton/ ) has been done within Proland and integrated in the main branch. Proland is available under the BSD-3 licence.
    • https://proland.inria.fr/
  • PROLAND pour MarketSimGame
  • ShwarpIt
    • ShwarpIt is a simple mobile app that allows you to manipulate the perception of shapes in images. Slide the ShwarpIt slider to the right to make shapes appear rounder. Slide it to the left to make shapes appear more flat. The Scale slider gives you control on the scale of the warping deformation.
    • http://bonneau.meylan.free.fr/ShwarpIt/ShwarpIt.html
  • X3D TOOLKIT
    • X3DToolkit is a library to parse and write X3D files, that supports plugins and extensions.
    • http://maverick.inria.fr/Software/X3D/
  • Vrender
    • The VRender library is a simple tool to render the content of an OpenGL window to a vectorial device such as Postscript, XFig, and soon SVG. The main usage of such a library is to make clean vectorial drawings for publications, books, etc. In practice, VRender replaces the z-buffer based hidden surface removal of OpenGL by sorting the geometric primitives so that they can be rendered in a back-to-front order, possibly cutting them into pieces to solve cycles. VRender is also responsible for the vectorial snapshot feature of the QGLViewer library.
    • http://maverick.inria.fr/Software/VRender/