HackerReposA FIELD GUIDE TO OPEN SOURCE
ProSponsor the shelf♧ 0
← Back to top all-time
PixarAnimationStudios
OpenSubdiv
C++2012–2023
PixarAnimationStudios / OpenSubdiv

OpenSubdiv

An Open-Source subdivision surface library.

7Distinct people
7Mentions
0Explicit recommenders
3.1KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

An Open-Source subdivision surface library.

GitHub

Where it is used

No documented product use has been verified yet.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

No other repository is repeatedly linked in the same discussions.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 3:03:16 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year7 dated mentions

Observed mentions: 2012-08-04 20:57:15 UTC to 2023-01-21 01:22:26 UTC.

01232012-01-01 00:00:00 UTC to 2013-01-01 00:00:00 UTC (exclusive): 3 mentions; 2 submissions, 1 comments20122013-01-01 00:00:00 UTC to 2014-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2014-01-01 00:00:00 UTC to 2015-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2015-01-01 00:00:00 UTC to 2016-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2016-01-01 00:00:00 UTC to 2017-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2017-01-01 00:00:00 UTC to 2018-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments20172018-01-01 00:00:00 UTC to 2019-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2019-01-01 00:00:00 UTC to 2020-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 1 mentions; 1 submissions, 0 comments2023

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20122012-01-01 00:00:00 UTC2013-01-01 00:00:00 UTC321
20132013-01-01 00:00:00 UTC2014-01-01 00:00:00 UTC000
20142014-01-01 00:00:00 UTC2015-01-01 00:00:00 UTC000
20152015-01-01 00:00:00 UTC2016-01-01 00:00:00 UTC000
20162016-01-01 00:00:00 UTC2017-01-01 00:00:00 UTC101
20172017-01-01 00:00:00 UTC2018-01-01 00:00:00 UTC101
20182018-01-01 00:00:00 UTC2019-01-01 00:00:00 UTC000
20192019-01-01 00:00:00 UTC2020-01-01 00:00:00 UTC000
20202020-01-01 00:00:00 UTC2021-01-01 00:00:00 UTC000
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC000
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC101
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC110

What Hacker News says

7 sources
While wrapping parts of OpenSubdiv for Rust [1] I noticed the C++ API was littered with uses of int for indexing/lengths (both are always positive) of geometry buffers. So I opened a ticket with Pixar [2]. Some of the same strange arguments were brought forward (incl. the Google style guide BS). I wrote a longish reply [3] that mentions two comments [4,5] from an ill-guided article promoting use of signed in C++. I closed the ticket in the end because I felt that if people really believe there are good reasons for signed in the cases at hand they haven't grokked the problem sufficiently – trying to convince them otherwise would not be a good use of my time. [1] https://crates.io/crates/opensubdiv-petite [2] https://github.com/PixarAnimationStudios/OpenSubdiv/issues/1... [3] https://github.com/PixarAnimationStudios/OpenSubdiv/issues/1...
Read the rest
In Almost Always Unsigned
In addition to Blender there is MakeHuman: http://www.makehuman.org/ Pixar also open sourced OpenSubDiv: https://github.com/PixarAnimationStudios/OpenSubdiv They also offer a commercial and non-commercial versions of RenderMan: https://renderman.pixar.com/view/renderman For the purely commercial side, Maya from Autodesk works wonderfully on Linux: http://www.autodesk.com/products/maya/overview There is also Katana (commercial license only) from The Foundry: https://www.thefoundry.co.uk/products/katana/ For 3D CAD modeling rather than the artistic style modeling, there is OpenSCAD: http://www.openscad.org/ For 2D animation (cartoons and anime) there is OpenToonz, from Studio Ghibli: https://github.com/opentoonz/opentoonz (The main OpenToonz website lists it for Windows and Mac only, but the Github repo has Linux build instructions.)
In Tell HN: Linux is awesome for Digital Art and Computer Graphics now
As someone who works in the industry developing software, it's because for the high-end VFX studios, software like Blender and Natron just don't cut it in terms of efficiency, power and flexibility. Artist time costs more money than software licenses do, and as the open source software isn't generally good enough for their needs, using better off-the-shelf software that have fairly decent and flexible plugin APIs is good enough for them. A lot of the code VFX studios have is proprietary (as in unique to the individual studio who wrote it) plugins for host apps like Maya, Katana and Nuke, and shaders/integrators for renderers like PRMan and Arnold. There are open source projects that are used for glue in the VFX industry: https://github.com/alembic/alembic https://github.com/PixarAnimationStudios/OpenSubdiv https://github.com/imageworks/Op
Read the rest
enShadingLanguage https://github.com/ImageEngine/gaffer https://github.com/dreamworksanimation/openvdb https://github.com/openexr/openexr But these have almost exclusively been internal proprietary projects started within studios that have been open-sourced, to help transfer assets between studios, and are mostly open file formats for images, volumes and geometry, as well as other intermediate tooling.
In Natron: Open-source compositing software for Mac, Windows and Linux

MAKE YOURSELF AT HOME

A few shortcuts

/
Search the collection
?
Open this guide
Esc
Close dialogs and navigation

Your saved repositories and interests stay in this browser.