Blender History

 

In 1988, Ton Roosendaal co-founded the Dutch animation studio NeoGeo. NeoGeo quickly became the largest 3D animation house in the Netherlands. NeoGeo did award winning productions (European Corporate Video Awards 1993 & 1995) for electronics company Philips. Within NeoGeo, Ton was responsible for both art direction and internal software development. After careful deliberation it was decided that the current in-house 3D toolset for NeoGeo needed to be rewritten from scratch. In 1995 this rewrite began and was destined to become the 3D software tool we all now know as Blender.


As a spin-off of NeoGeo, Ton founded a new company called Not a Number (NaN) in 1998, to further market and develop Blender. At the core of NaN was its desire to create and distribute a compact, cross platform 3D tool for free. NaN hoped to bring professional level 3D modeling and animation tools within the reach of the general computing public. NaN's business model involved providing commercial products and services around Blender. Blender's first 1999 Siggraph tradeshow presentation was a huge success and gathered lots of interest from attendees as well as the press. Blender was a hit and it's huge potential confirmed.



On the wings of a successful Siggraph in early 2000, NaN secured financing
(有抵押融资) of 4.5 million EUR. This large in flow of cash resulted in the rapid expansion of NaN to 50 employees. After the expansion NaN boasted employees working in the Netherlands, Japan and the United States. In the summer of 2000, Blender v2.0 was released. This version of Blender added an integrated game engine to the 3D suite. By the end of 2000, the amount of registered Blender users surpassed 250,000.



Sadly, NaN's ambitions and opportunities didn't match the company's capabilities and the market realities of the time. This over extension resulted in restarting NaN with new investors and a smaller company in April 2001. Six months later NaN's first commercial software product, Blender Publisher was launched. This product was targeted at the emerging market of interactive web based 3D media. Due to disappointing sales and the ongoing difficult economic climate, the new investors decided shut down all NaN operations. The shutdown also included discontinuing the development of Blender.



Although there were clearly shortcomings in the current version of Blender, with a complex internal software architecture, unfinished features and a non-standard way of providing the GUI, enthusiastic
(极感兴趣的) support from the user community and customers who had purchased (购买) Blender Publisher in the past couldn't justify leaving Blender to disappear into oblivion (遗忘). Since restarting a company with a sufficiently large team of developers wasn't feasible (可行的) , in March 2002 Ton Roosendaal started the non-profit Blender Foundation.



The Blender Foundation's first goal was to find a way to continue developing and promoting Blender as a community based open source project.
In July 2002, Ton managed to get the NaN investors to agree on a unique Blender Foundation plan to attempt to open source Blender. The "Free Blender" campaign (战役) sought to raise 100,000 EUR so that the Foundation could buy the rights to the Blender source code and intellectual property and subsequently (后来) open source Blender. With an enthusiastic group of volunteers, among them several ex-NaN employees, a fund raising campaign was launched to "Free Blender." To everyone's shock and surprise the campaign reached the 100,000 EUR goal in only seven short weeks. On Sunday Oct 13, 2002, Blender was released to the world under the terms of the GNU General Public License. Blender development continues to this day driven by a team of far flung dedicated volunteers from around the world led by Blender's original creator, Ton Roosendaal.

内容概要:这篇文档详尽介绍了现代电力系统三大计算,即潮流计算、短路计算和稳定计算的相关理论和方法,并针对电气工程专业的本科生提供了具体的MATLAB和PCAD编程实现指导。本书籍从基础概念、公式推导入手,逐步深入到各种类型的计算算法,如牛顿—拉夫逊法、P-Q解耦法及前推回推法潮流计算等,同时也讲解了如何应对电力系统故障和暂态稳定问题,最后还探讨了一些前沿问题,像电力系统电压调整计算和含新能源电力系统的潮流计算。此外,该书籍提供了丰富的附录资料及实际案例分析,辅助教学与自学。 适合人群:本书籍面向‘电气工程及其自动化’、‘智能电网信息工程’和‘电气工程与智能控制’专业的高年级本科生,尤其适合对该领域理论和技术有深入探究愿望的学习者及从事相关工作的研究人员。 使用场景及目标:①作为大学专业课程的学习参考资料,尤其是《电力系统综合实践》及相关课程;②提供理论依据与实践指南,指导电力工程技术人员解决现实中的问题;③协助科研工作者深入了解电力系统的运作机制及其优化措施。 其他说明:书籍内包含详细的程序流程图和大量算例解析,有助于读者掌握电力系统的各项技能。此外,还包括针对最新发展领域的介绍,例如风电场并入电网及经济调度计算。通过该书籍可以培养学生的计算编程能力和解决实际问题能力,并为未来职业发展奠定坚实基础。
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