[Bf-committers] Alternate Proposal - Meta-Sculpting

Jason Wilkins jason.a.wilkins at gmail.com
Thu Apr 5 03:52:00 CEST 2012


And thanks for posting that video and paper.  I shied away from it
because although it shows what I mean in terms of saving strokes, it
uses them to do the non-photorealistic rendering, which I think is
neat, but would not be the focus of my proposal.

On Wed, Apr 4, 2012 at 2:29 PM, Sean Olson <seanolson at gmail.com> wrote:
> I think a picture is worth a 1000 words, and a video is worth 10,000.  Here
> is the link to implicit canvas youtube video and paper so you guys can see
> what it's all about.
>
> youtube:  http://www.youtube.com/watch?v=wZh3NLx4mzA
> paper:  http://zurich.disneyresearch.com/OverCoat/
>
> Looks exciting to me, not sure how much I would personally use the NPR
> stuff though.  I've not read the paper so I don't know if there are deeper
> implications though.
>
> -Sean
>
> On Wed, Apr 4, 2012 at 12:00 PM, CG Cookie <jonathan at cgcookie.com> wrote:
>
>> I am not a developer and so I cannot comment on the feasibility of this as
>> a GSOC project, but I love the proposal from a user perspective! The Disney
>> research videos are incredible. I can see a lot of potential to this kind
>> of system.
>>
>> --
>> Jonathan Williamson
>>
>> Instructor - http://www.blendercookie.com (http://www.blendercookie.com/)
>> Personal Trainer - http://www.mavenseed.com (http://www.mavenseed.com/)
>> Portfolio - http://www.jw3d.com (http://www.jw3d.com/)
>>
>>
>> On Wednesday, April 4, 2012 at 1:52 PM, Jason Wilkins wrote:
>>
>> > Is there no interest in this idea or did I fail to explain it well
>> enough?
>> >
>> >
>> >
>> > On Tue, Apr 3, 2012 at 3:42 PM, Jason Wilkins <jason.a.wilkins at gmail.com(mailto:
>> jason.a.wilkins at gmail.com)> wrote:
>> > > I'll have a chance to write up both of my proposals in detail by early
>> > > Thursday I hope.  I'm submitting an alternate proposal because I've
>> > > been made aware that work on a portable device Blender may cause too
>> > > many conflicts.  I understand that the two proposals might make very
>> > > different decisions about how to raise the abstraction level of
>> > > Blender's drawing code.
>> > >
>> > > This proposal was inspired by Disney's research into an "Implicit
>> Canvas"
>> > >
>> > > So, Meta-Sculpting:
>> > >
>> > > The very basic idea is to enable features that would be possible if we
>> > > could retain all of the users brush stroke input.  One thing we could
>> > > do is modify the strokes themselves with sculpting tools, hence the
>> > > name, "meta-sculpting."
>> > >
>> > > (I do not want to go too far down the rabbit hole, but you could also
>> > > conceivably sculpt the strokes that modify other strokes...  but there
>> > > is no need to get that complex.)
>> > >
>> > > What could we do?
>> > >
>> > > *Create a path by tracing it along an object.
>> > > *Draw hairs onto an object
>> > > *Undo, modify, and then reapply strokes to an object with real time
>> > > preview of changing parameters
>> > > *Create a large set of paths for particles to follow along the surface
>> > > of an object
>> > > *Use the paths to generate an implicit function, use the implicit
>> > > function and dual-contouring to create a new mesh
>> > > *Animate the transformation of the paths, and then do any of the
>> > > above, but with animation
>> > > *Many geometry modifiers could be implemented on paths
>> > > *You can project paths into 2D and then use them to do 2D painting
>> > > (you could potentially automate a program like MyPaint)
>> > >
>> > > Paths do not have to lay on a surface either.  They could be offset,
>> > > or even have a variable offset as you stroke (for hair or feather
>> > > paths)
>> > >
>> > > Of course I cannot achieve all of this in one summer, but I could lay
>> > > the foundation.
>> > >
>> > > If this idea is too strange then I am left with a grab bag of smaller
>> > > features.  I'm still committed getting done the other paint and sculpt
>> > > features I've been working on the past couple of years.
>> > >
>> >
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>> >
>> >
>>
>>
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>
>
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