[Bf-committers] GSoC11 - Projects with a mathematical bent?

Lukas Steiblys imbusy at imbusy.org
Fri Mar 25 00:04:06 CET 2011


I am thinking of having a go at the automatic seam generation myself. I am also a 3rd year maths student and that problem seemed quite interesting to me as well. Started reading the paper referenced in the wiki and just generally about pectral methods. I was wondering whether someone else wanted to write a proposal for it.

> Thanks Campbell and Tom for your replies,
> 
> I guess I'm not necessarily after a math-heavy project, but without a
> blender-specific background I felt that keeping close to what I already know
> would be the best way to join the dev team.
> 
> Tom, I'd agree that a project with many small milestones would be the best
> way to go.  I'll follow my nose with the UV tools/seam creation since that's
> been the easiest concept to pick up thus far ("flattening" sections of 3D
> surface).  Polishing the UV tools then makes sense as small-milestone
> project, I'm guessing it'd be somewhat related to seam creation.  I'll
> continue to do my own research, but if could throw me a few pointers that'd
> be great.  Any possible mentors I should get in touch with?
> 
> Just checked out the source from SVN; I've got a feeling that upgrading to a
> [linux] distro with newer libraries would save a lot of time and effort with
> regard to dependency resolution.  I've been on IRC for a little bit (Mitch-J
> for now), seems quite a busy channel.  Wouldn't want to hog the airtime!
> 
> Cheers
> 
> On Thu, Mar 24, 2011 at 3:16 AM, Tom M <letterrip at gmail.com> wrote:
> 
>> Hi Mitchell,
>>
>> Many of our devs come from a physics background - math/physics double
>> majors and math/comp sci. double majors.
>>
>> The camera tracking work requires heavy interface knowledge on the
>> Blender side, so unless you already have significant blender
>> experience it will be a poor fit.
>>
>> There is a possibility of two devs for the camera tracking work (one
>> to work purely on the libmv side) which would be heavy math/physics
>> based but it is unclear what the feasibility of that is currently.
>>
>> Automatic seam creation is certainly a possibility.
>>
>> Nodification of game logic - you'll need to talk to Benoit regarding
>> that (hopefully he will reply).  I'll add his proposal for it to the
>> wiki
>>
>> http://wiki.blender.org/index.php/Dev:Source/GameEngine/NodalLogic
>>
>> Personally I'd recommend all individuals new to the code base to pick
>> a task with lots of small successes instead of a large project with a
>> single success at the end.
>>
>> You might want to look at the retopology tool polishing; uv tool
>> polishing; and skinning wieghting polishing -  those are much more
>> likely to end up with a 'success' for a new developer.  80% success on
>> projects with lots of small milestones is easier to call a success
>> than 80% success on a big project with a single milestone.
>>
>> Also you might try and do one of the items from the polishing lists
>> and submit a patch just to see if you can successfully hack the code
>> base and prove to us that you can.
>>
>> Tom M.
>> LetterRip
>>
>>
>>
>> On Wed, Mar 23, 2011 at 5:09 AM, Mitchell Jeffrey <buck68 at gmail.com>
>> wrote:
>>> Hi all,
>>>
>>> I've just been having a look at some of the project ideas on the Summer
>>> of
>>> Code wiki page.  Automatic seam creation for UV unwrapping, camera
>>> tracking/motion capture and nodification of game logic have all caught my
>>> attention.
>>>
>>> While I have little experience in any 3D modelling or animation, I've
>>> recently become interested in the software development aspect of packages
>>> such as Blender.  I'm a 3rd year maths/physics major with a range of
>>> languages/CS courses/software experience under my belt.  I'd imagine at
>>> least the differential geometry course I took last semester would come in
>>> handy.  While I'm all for picking up the necessary skills and
>>competencies
>>> along the way, I was hoping to discuss with possible mentors whether my
>>> background is appropriate for contributing to Blender - perhaps related
>>to
>>> the aforementioned ideas - this (Northern) summer.
>>>
>>> Cheers,
>>> Mitchell
>>> ---
>>> Melbourne, Australia
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