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Big Buck Bunny
''Big Buck Bunny'' (code-named Project Peach) is a 2008 animated comedy short film featuring animals of the forest, made by the Blender Institute, part of the Blender Foundation. Like the foundation's previous film, '' Elephants Dream'', the film was made using Blender, a free and open-source software application for 3D computer modeling and animation developed by the same foundation. Unlike that earlier project, the tone and visuals departed from a cryptic story and dark visuals to one of comedy, cartoons, and light-heartedness. It was released as an open-source film under the Creative Commons Attribution 2.5 license. Plot The plot follows a day in the life of Big Buck Bunny, during which time he meets three bullying rodents: the leader, Frank the flying squirrel, and his sidekicks Rinky the red squirrel and Gimera the chinchilla. The rodents amuse themselves by harassing helpless creatures of the forest by throwing fruits, nuts, and rocks at them. After the rodents kil ...
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Ton Roosendaal
Ton Roosendaal (; born 20 March 1960) is a Dutch software developer and film producer. He is the original creator of the open-source 3D creation suite Blender and Traces (an Amiga ray tracer which was the forerunner of Blender). He is also known as the founder and chairman of the Blender Foundation, and for pioneering large scale open-content projects. In 2007, he established the Blender Institute in Amsterdam, where he works on coordinating Blender development, publishing manuals and DVD training, and organizing 3D animation and game projects. Early years Roosendaal studied Industrial Design in Eindhoven, before founding the animation studio "NeoGeo" in 1989. It quickly became the largest 3D animation studio in the Netherlands. At NeoGeo, Roosendaal was responsible for software development, in 1989 he wrote a ray tracer called Traces for Amiga and in 1995 he decided to start the development of an in-house software tool for 3D animation, based on the Traces and tools that Ne ...
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Particle System
A particle system is a technique in game physics, motion graphics, and computer graphics that uses many minute sprites, 3D models, or other graphic objects to simulate certain kinds of "fuzzy" phenomena, which are otherwise very hard to reproduce with conventional rendering techniques – usually highly chaotic systems, natural phenomena, or processes caused by chemical reactions. Introduced in the 1982 film '' Star Trek II: The Wrath of Khan'' for the fictional "Genesis effect", other examples include replicating the phenomena of fire, explosions, smoke, moving water (such as a waterfall), sparks, falling leaves, rock falls, clouds, fog, snow, dust, meteor tails, stars and galaxies, or abstract visual effects like glowing trails, magic spells, etc. – these use particles that fade out quickly and are then re-emitted from the effect's source. Another technique can be used for things that contain many strands – such as fur, hair, and grass – involving rendering an e ...
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Renderfarm
A render farm is a high-performance computer system, e.g. a computer cluster, built to render computer-generated imagery (CGI), typically for film and television visual effects. A render farm is different from a render wall, which is a networked, tiled display used for real-time rendering. The rendering of images is a highly parallelizable activity, as frames and sometimes tiles can be calculated independently of the others, with the main communication between processors being the upload of the initial source material, such as models and textures, and the download of the finished images. Render capacity Over the decades, advances in computer capability have allowed an image to take less time to render. However, the increased computation is appropriated to meet demands to achieve state-of-the-art image quality. While simple images can be produced rapidly, more realistic and complicated higher-resolution images can now be produced in more reasonable amounts of time. The time sp ...
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Yo Frankie!
''Yo Frankie!'' is an open source video game made by the Blender Institute, part of the Blender Foundation, released in November 2008. It is based on the universe and characters of the free film produced earlier in 2008 by the Blender Institute, '' Big Buck Bunny''. Like the Blender Institute's previous open film projects, the game is made using free software. ''Yo Frankie!'' runs on any platform that runs Blender and Crystal Space, including Linux, macOS and Microsoft Windows. Plot In the game, players assume the role of Frank, the flying squirrel who was the antagonist of the film '' Big Buck Bunny'', or Momo, a monkey created especially for this game. History Development The project started February 1, 2008, and development was completed at the end of July. Due to technical delays, the actual DVD release date was postponed to November 14. The game is licensed under either the GNU GPL or LGPL, with all content being licensed under Creative Commons license Attribution ...
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Berkeley Open Infrastructure For Network Computing
The Berkeley Open Infrastructure for Network Computing (BOINC, pronounced rhymes with "oink") is an open-source middleware system for volunteer computing (a type of distributed computing). Developed originally to support SETI@home, it became the platform for many other applications in areas as diverse as medicine, molecular biology, mathematics, linguistics, climatology, environmental science, and astrophysics, among others. The purpose of BOINC is to enable researchers to utilize processing resources of personal computers and other devices around the world. BOINC development began with a group based at the Space Sciences Laboratory (SSL) at the University of California, Berkeley, and led by David P. Anderson, who also led SETI@home. As a high-performance volunteer computing platform, BOINC brings together 34,236 active participants employing 136,341 active computers (hosts) worldwide, processing daily on average 20.164 PetaFLOPS (it would be the 21st largest processing ...
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Big And Ugly Rendering Project
Big and Ugly Rendering Project (BURP) is a non-commercial volunteer computing project using the BOINC framework for the rendering of 3D graphics that has been in hibernation as of 2020. The project website currently shows the status as "extended maintenance" until 2027. BURP utilizes the volunteer and grid computing software BOINC, to distribute computing tasks to volunteer computers. BURP is free software distributed under the GNU General Public License V3. Because BURP is used to refer to both the BOINC project and BURP back-end software, some confusion can arise when talking about other services running the BURP software. History The main BURP website went online on 17 June 2004. At that time the only supported renderer was YafaRay (Yet Another Free Raytracer). That August it became clear that YafaRay was not the best choice, and focus was shifted towards Blender, a renderer with more features and a compact file format. By the end of October enough tests had been done to ...
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Stereoscopic
Stereoscopy, also called stereoscopics or stereo imaging, is a technique for creating or enhancing the illusion of depth in an image by means of stereopsis for binocular vision. The word ''stereoscopy'' derives . Any stereoscopic image is called a stereogram. Originally, stereogram referred to a pair of stereo images which could be viewed using a stereoscope. Most stereoscopic methods present a pair of two-dimensional images to the viewer. The left image is presented to the left eye and the right image is presented to the right eye. When viewed, the human brain perceives the images as a single 3D view, giving the viewer the perception of 3D depth. However, the 3D effect lacks proper focal depth, which gives rise to the Vergence-accommodation conflict. Stereoscopy is distinguished from other types of 3D displays that display an image in three full dimensions, allowing the observer to increase information about the 3-dimensional objects being displayed by head and eye m ...
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Nintendo
is a Japanese Multinational corporation, multinational video game company headquartered in Kyoto. It develops, publishes, and releases both video games and video game consoles. The history of Nintendo began when craftsman Fusajiro Yamauchi founded the company to produce handmade ''hanafuda'' playing cards. After venturing into various lines of business and becoming a public company, Nintendo began producing toys in the 1960s, and later video games. Nintendo developed its first arcade games in the 1970s, and distributed its first system, the Color TV-Game in 1977. The company became internationally dominant in the 1980s after the arcade release of ''Donkey Kong (1981 video game), Donkey Kong'' (1981) and the Nintendo Entertainment System, which launched outside of Japan alongside ''Super Mario Bros.'' in 1985. Since then, Nintendo has produced some of the most successful consoles in the video game industry, including the Game Boy (1989), the Super Nintendo Entertainment Syste ...
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Nintendo Video
Nintendo Video is a video on demand service for the Nintendo 3DS which streamed hand-picked 3D and 2D video content from external providers. Some of the studios which broadcast content to the service were CollegeHumor, Aardman Animations, Blue Man Group, Channel Frederator Network, and Mondo Media, among others. The app first launched in July 2011 for Nintendo 3DS owners worlwide, with Nintendo promising new videos to be released weekly for the service. Nintendo Video was officially discontinued in 2014 in most territories, but the service was still available in North America until July 2015. Many of the videos that were featured on Nintendo Video were then carried over to the Nintendo eShop, where they were accessible until its closure in 2023. History Previously, the service was available as a separate app that utilized SpotPass, downloading videos to the console's SD card via Wi-Fi Internet access for offline viewing. New content could be automatically downloaded via Spo ...
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Creative Commons Attribution-Noncommercial-NoDerivative
A Creative Commons (CC) license is one of several public copyright licenses that enable the free distribution of an otherwise copyrighted "work". A CC license is used when an author wants to give other people the right to share, use, and build upon a work that the author has created. CC provides an author flexibility (for example, they might choose to allow only non-commercial uses of a given work) and protects the people who use or redistribute an author's work from concerns of copyright infringement as long as they abide by the conditions that are specified in the license by which the author distributes the work. There are several types of Creative Commons licenses. Each license differs by several combinations that condition the terms of distribution. They were initially released on December 16, 2002, by Creative Commons, a U.S. non-profit corporation founded in 2001. There have also been five versions of the suite of licenses, numbered 1.0 through 4.0. Released in November ...
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Ambient Occlusion
In 3D computer graphics, modeling, and animation, ambient occlusion is a shading and rendering technique used to calculate how exposed each point in a scene is to ambient lighting. For example, the interior of a tube is typically more occluded (and hence darker) than the exposed outer surfaces, and becomes darker the deeper inside the tube one goes. Ambient occlusion can be seen as an accessibility value that is calculated for each surface point. In scenes with open sky this is done by estimating the amount of visible sky for each point, while in indoor environments only objects within a certain radius are taken into account and the walls are assumed to be the origin of the ambient light. The result is a diffuse, non-directional shading effect that casts no clear shadows, but that darkens enclosed and sheltered areas and can affect the rendered image's overall tone. It is often used as a post-processing effect. Unlike local methods such as Phong shading, ambient occlusion i ...
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Skeletal Animation
Skeletal animation or rigging is a technique in computer animation in which a character (or other articulated object) is represented in two parts: a polygonal or parametric mesh representation of the surface of the object, and a hierarchical set of interconnected parts (called joints or bones, and collectively forming the skeleton), a virtual armature used to animate (pose and keyframe) the mesh. While this technique is often used to animate humans and other organic figures, it only serves to make the animation process more intuitive, and the same technique can be used to control the deformation of any object—such as a door, a spoon, a building, or a galaxy. When the animated object is more general than, for example, a humanoid character, the set of "bones" may not be hierarchical or interconnected, but simply represent a higher-level description of the motion of the part of mesh it is influencing. The technique was introduced in 1988 by Nadia Magnenat Thalmann, Richard Lape ...
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