[Soc-2008-dev] Week 11 report

Maxime Curioni maxime.curioni at gmail.com
Sat Aug 9 06:34:51 CEST 2008

Week 11

This week
I successfully removed the lib3ds binding this week: Freestyle now uses the
render database to import the scene data. As Freestyle inputs triangular
meshes, the vlak-based shape representation was utilized for building up the
geometrical data structures.

As of today, Freestyle runs natively in Blender without the use of any of
its former libraries (Qt, SWIG, lib3ds). In this sense, we can consider the
integration as finished. Of course, much more work will need to be done
post-GSoC to implement the remaining work listed in the proposal.

Next week
As I have mentioned at the last meeting, I will be off to SIGGRAPH for all
of next week so I will not be able to work on the last week of GSoC. I will
not be present at the meeting this Sunday and there's a chance that I might
miss the one next week too, traveling back home from the conference on
Sunday August 17.

Only vlak-based shapes are supported. That means that strands or halos
cannot be rendered by Freestyle yet. I am interested in any information
about how to transform these structures to the vlak format.

Looking back at the original project proposal, I have implemented phase 1
and phase 2 (without the integration with the internal renderer). Phase 3
will be completed post-GSoC. Fortunately, I have been able to meet the final
project requirements set by Jean-Luc.

A lot more work will be needed to refactor the code produced during the
summer. Style modules are not 100% compatible and some minor tweaks are
necessary to achieve this support. More testing should be done to further
validate the code produced during the GSoC.

Overall, I am satisfied with the amount of work I have put into the project.
The main mistake I made is underestimating the amount of work needed to
replace SWIG: this is why the project schedule had to be pushed back.
Fortunately, the work paid off and Freestyle runs natively without any
external library. After meeting with Ton and discussing the best way to
integrate the stroke rendering directly in Blender's internal renderer, I'll
have a clearer picture how the remaining work required to finish
implementing the original proposal.
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