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<title>chroma/color, branch master</title>
<subtitle>Chroma is a high performance optical photon simulation for particle physics detectors</subtitle>
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<title>File reorganization to move toward standard python package layout</title>
<updated>2011-09-16T18:27:46+00:00</updated>
<author>
<name>Stan Seibert</name>
<email>stan@mtrr.org</email>
</author>
<published>2011-09-16T18:27:46+00:00</published>
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<entry>
<title>import chroma modules from subpackages with import chroma.module_name</title>
<updated>2011-08-17T14:36:22+00:00</updated>
<author>
<name>Anthony LaTorre</name>
<email>tlatorre9@gmail.com</email>
</author>
<published>2011-08-17T14:36:22+00:00</published>
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<title>add the ability to cache a geometry along with its bounding volume hierarchy. cached files are stored in $HOME/.chroma. fixed the timeit() decorator so that the decorated function is still able to pass back a return value.</title>
<updated>2011-08-10T04:20:23+00:00</updated>
<author>
<name>Anthony LaTorre</name>
<email>tlatorre9@gmail.com</email>
</author>
<published>2011-08-10T04:20:23+00:00</published>
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<entry>
<title>toggle fullscreen mode with f11 key. use matplotlib colors maps defined in matplotlib.cm.</title>
<updated>2011-08-08T18:43:19+00:00</updated>
<author>
<name>Anthony LaTorre</name>
<email>tlatorre9@gmail.com</email>
</author>
<published>2011-08-08T18:43:19+00:00</published>
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<title>add a GPU class to handle both the gpu context and module; since the geometry requires global device pointers, there should be a one to one correspondence between modules and contexts. the current plan is to perform all gpu operations within this class. also add a simple color map to display hit pmt charge and timing information.</title>
<updated>2011-08-03T18:32:49+00:00</updated>
<author>
<name>Anthony LaTorre</name>
<email>tlatorre9@gmail.com</email>
</author>
<published>2011-08-03T18:32:49+00:00</published>
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<entry>
<title>when throwing photons from the light source out onto the scene, photons are now thrown randomly across each triangle instead of only at the center of each triangle. all of the rendering kernels have been rewritten so that they operate additively; for example, you may now throw photons from the light source onto the scene, render from the camera to the scene, then throw more photons and render again.</title>
<updated>2011-07-30T20:10:27+00:00</updated>
<author>
<name>Anthony LaTorre</name>
<email>tlatorre9@gmail.com</email>
</author>
<published>2011-07-30T20:10:27+00:00</published>
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<title>reverse the face orientation on all triangles in the stl files exported from sketchup.</title>
<updated>2011-06-19T22:29:27+00:00</updated>
<author>
<name>Anthony LaTorre</name>
<email>tlatorre9@gmail.com</email>
</author>
<published>2011-06-19T22:29:27+00:00</published>
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<entry>
<title>moved class definitions for Solid, Mesh, Material, and Surface into geometry.py and moved instances of these classes into separate folders. the Solid object no longer contains a rotation, displacement, or id variable; instead, they are passed to a geometry object when calling add_solid().</title>
<updated>2011-06-18T04:12:09+00:00</updated>
<author>
<name>Anthony LaTorre</name>
<email>tlatorre9@gmail.com</email>
</author>
<published>2011-06-18T04:12:09+00:00</published>
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