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Qrvey saves engineering teams time and money with a turnkey multi-tenant solution connecting your data warehouse to your SaaS application.
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gVirtualXRay is a C++ library to simulate X-ray imaging. It is based on the Beer-Lambert law to compute the absorption of light (i.e. photons) by 3D objects (here polygon meshes). It is implemented on the graphics processing unit (GPU) using the OpenGL Shading Language (GLSL). SimpleGVXR is a smaller library build on the top of gVirtualXRay. It provides wrappers to Python2, Python3, R, Ruby, Tcl, C#, Java, and GNU Octave.
CIRT is an implementation of PRTP (Programmable RayTracing Pipeline). Mainly it is to be used as a ray-tracing equivalent of OpenGL. It allows the user to implement various ray-tracing related algorithms.
Zgoubi is a ray-tracing code.
Since 1972 it pushes charged particles around accelerators and along beam lines, by step-wise resolution of the Lorentz force equation - and their spins by resolution of Thomas-BMT differential equation.
Zgoubi is used for charged particle and beam dynamics simulations, and for accelerator and beam line design. It can simulate hadron and lepton beam and polarization dynamics in a large variety of accelerators (storage ring, synchrotron, cyclotron...
BRL-CAD is a powerful cross-platform constructive solid geometry solid modeling system that includes an interactive geometry editor, ray-tracing for rendering & geometric analyses, network distributed framebuffer support, image & signal-processing tools.
...,
-special wavelengths of light and
-optical systems as lists of basic optical elements.
2. The editor of linear optical systems. Some properties of the optical system are calculated in real time.
3. The virtual optical rail as a ray-tracingsimulation of the optical system. The goal is to provide fast and useful diagnostic images, not realistic blur.
Additionally there is full access to the java source code under the terms of the GPLv3.
Ray Watch is a cross-platform Ray Tracer written entirely in C++. Currently, the project supports basic primitives and all the finer stuff like reflection, refraction, specularity and soft shadows.