MakeHuman is software for the modelling of three-dimensional humanoid characters. Features that make this software unique include a highly intuitive GUI and a high quality mesh, optimized to work in subdivision surface mode (for example, Zbrush). Using MakeHuman, a photo-realistic character can be modelled in less than 2 minutes.
OpenVRML is a VRML and X3D browser plug-in and C++ toolkit for incorporating VRML/X3D support into applications. It provides VRML97 and Classic VRML X3D parsers, a runtime, and an OpenGL renderer as C++ libraries. The renderer is fully separate from the runtime library so that users can also provide their own renderer. The OpenVRML browser is provided as a D-Bus service, and is embeddable in host applications using XEmbed. The distribution provides both a stand-alone host and a host that runs as a Mozilla plug-in.
Picogen is a program to create, design, and render artificial 3D terrain scenes. It is currently not very nice to non-programming-end-users, as the heightmap definition is a program with a LISP-like syntax. It aims to be similar to the Terragen program and provide a free and unrestricted alternative to it.
Reindeer is a C library for the rendering of virtual scenes, mainly in three dimensions. The library dynamically loads backend modules to do the rendering. Currently there is only a backend for OpenGL, but ideas for future backends are a raytracer and perhaps Direct3D. Any number of rendering contexts can live at the same time. Contexts are tied to a backend, and backends are automatically loaded and unloaded on demand. Resources are defined globally and can be used by any number of contexts at the same time, even in different backends. The main goal is to make it easier for developers to write applications that have many rendering contexts with shared resources and automatic state management. Another advantage is that the user can choose in which way a scene should be rendered without recompiling the application. For example, a scene could be rendered with a rasterizer like OpenGL at one point, and with a raytracer at another. Reindeer can also be used to get portable graphics output. Reindeer is not a scene-graph library or a game engine, but it can be used to implement them. It's still up to the application to create and manage the native contexts that the Reindeer backends can work on. For example, an application would still need to use GLX or equivalent to be able to use the OpenGL backend. The Reindeer project also provides a package called GTK-Reindeer that makes this easier for developers of GTK+ applications.
bwfirt is a framework for benchmarking ray tracing kernels in the context of a realistic light simulation application. The most important capabilities tested here are: fast ray shooting and visibility functions for incoherent mono-rays (no bundles), numerical robustness, and small memory footprint. The framework implements a simple pathtracer to generate rays with a real-life distribution. Developers can easily plug in their cores to the framework, which then compiles the output images, running times, and memory utilizations of the different kernels into a PDF, providing a clear comparison.