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Old 04-26-2005, 05:56 PM   #1
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Brian Walsh
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Shameless Plug: Composite Design Patterns and Painterly Rendering

Hey all,

thought I would give you all a little insight to what I was working on lately. There is no WIP or gallery forum for technical people so this forum is the next best thing.

Anyways, I had two projects this term: One in the area of software design and the other an implementation of a painterly rendering paper from 1998.

Composite Design Patterns

Painterly Rendering using Curved Brush Strokes

I hope you enjoy.

-b
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Old 04-28-2005, 11:38 AM   #2
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Some results from the Painterly Rendering:

The original


A point render.


Stroke length varying from 4 to 16


Enjoy!
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Old 04-28-2005, 04:14 PM   #3
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Victor Legerstee
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You have some pretty nice results there I like Hertzmann's work very much, and you did a very good job implementing them. I don't know if you have looked at some of the newer papers. But if you are interested, and might not have heared of them. Try looking into DeCarlo and Santella. ( http://www.cs.rutgers.edu/~decarlo/abstract.html )

They have a very nice stylistic render technique. It is based on eye data. But i am sure it can partly be simulated with saliance. Anyway, i like your work, and yes, there should be more of technical stuff on CGTalk. It would be a very nice addition.

I am currently working on NPR visualizations of volumetric datasets. So if i have some pretty pictures, i will be sure to post them around here too, hehe.

Keep the NPR renders coming !
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Old 04-29-2005, 05:10 PM   #4
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Brian Walsh
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Thank you for the support!

Here's another image:

Original


Render


I'm working on a new version that has a better interface and supports more file formats (right now it only handles .ppm files).

Edit: looks like it still needs a little work from this image.
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Old 05-01-2005, 01:34 AM   #5
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New image!

I am moving over the code to using the DevIL API for image loading and saving.


Still some errors to be worked out...
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Old 05-01-2005, 11:12 AM   #6
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verry nice i've read through your final note on implementing multiple design patterns into a application acting as one,i am studying design patterns atm so it was very usefull, thanks for the input!


cheers,
Galo
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Old 05-01-2005, 12:39 PM   #7
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Brian Walsh
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Thanks Galo!

Still working on the Painterly Rendering this weekend...


Getting better! but still a few areas that need work.

-b
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Old 05-01-2005, 01:28 PM   #8
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Mummey,

In your note your presenting 3 ways of splitting up design patterns to integrate them with your software sheets, the problem i have is the fact that i can't make up what my actual problems in my software are and what the solutions to that specific problem are.

Im struggling a lot with UML sheets based on design patterns cause there are so many options to solve different problems, do you have a good practice reference or method to use for this issue, i mean how do you start, when you have a problem only in your mind, i always write it on down on plain paper, the whole concept, but that's just the text, then i try to make up my sheets with the neccecary functionalities and methods but i find myself falling back to basics every time instead of moving on, what i mean is that i have issues makeing decissions for certain problems, they say design patterns are there to solve that but there are so many design patterns to use it drives me nuts.

Hope you can awnser my question since it has nothing to do with your rendering engine.

OT : I saw you awnsered one of my questions before at this thread http://www.cgtalk.com/showthread.ph...9&highlight=UML

Since im dutch my english is not perfect and the definition of "Requirements" is rather broad to me so do you have any references that would help me understand the case of specifying requirements for an application, since i have not done this yet but went from my concept straight to UML without specifying any requirements. How do you specify requirements, where do you begin, at the initialisation of the application or do you go for the datahandling or modeling purposes. And where how do you go from there, what's the most impotant piece in the application to specify requirements for and how do you seperate them, based on what do you seperate them.

The fact is i'm learning this myself and have not had any education in developing software.
Another problem is i work with web-applications and these are ss and not cs, most of the design patterns are based on client side, i do have read through the entire http://www.phppatterns.com/ websitge but nothing usefull is being told regardin8g to my problem.

Sorry for this post to be so damn long :-) just trying to get you into my problem.

thanks in advance,
Galo
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Last edited by Galo : 05-01-2005 at 01:44 PM.
 
Old 05-02-2005, 11:46 AM   #9
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Quote:
Originally Posted by Galo
Mummey,

In your note your presenting 3 ways of splitting up design patterns to integrate them with your software sheets, the problem i have is the fact that i can't make up what my actual problems in my software are and what the solutions to that specific problem are.

Im struggling a lot with UML sheets based on design patterns cause there are so many options to solve different problems, do you have a good practice reference or method to use for this issue, i mean how do you start, when you have a problem only in your mind, i always write it on down on plain paper, the whole concept, but that's just the text, then i try to make up my sheets with the neccecary functionalities and methods but i find myself falling back to basics every time instead of moving on, what i mean is that i have issues makeing decissions for certain problems, they say design patterns are there to solve that but there are so many design patterns to use it drives me nuts.

Hope you can awnser my question since it has nothing to do with your rendering engine.


Design Patterns do require some background knowledge. They are useful as a guide for when you're trying to make design decisions.

To narrow down your search for the 'correct' design pattern:

1. What kind of behavior are you looking for? (Create, adapt, organize, etc...) You'll notice the Gang of 4 book is organised in that way.

2. Skim over the patterns in that area of behavior. Figure out which design pattern contains themost details you need for the design while containing the fewest that you do not need. This may be a little tough because it means you have to identify which details in your design are the most critical and fill those needs first.

Quote:
OT : I saw you awnsered one of my questions before at this thread http://www.cgtalk.com/showthread.ph...9&highlight=UML

Since im dutch my english is not perfect and the definition of "Requirements" is rather broad to me so do you have any references that would help me understand the case of specifying requirements for an application, since i have not done this yet but went from my concept straight to UML without specifying any requirements. How do you specify requirements, where do you begin, at the initialisation of the application or do you go for the datahandling or modeling purposes. And where how do you go from there, what's the most impotant piece in the application to specify requirements for and how do you seperate them, based on what do you seperate them.


Requirements are things like platform, memmory usage, etc...
Requirements are also the what your program accomplishes. All the things your program should accomplish should be listed in a requirements list before starting on the design. This is only the ideal goal though; it never really happens in practice.
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Old 05-02-2005, 11:47 AM   #10
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New test image.

I'm using the original image to fill in the gaps.
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Old 05-02-2005, 12:33 PM   #11
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Added brush stokes of multiple lengths.


Not b-splines yet. You'll notice the strokes look a little pixel-ated too. I'll be working on these later.
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Old 05-02-2005, 01:54 PM   #12
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Man, that render of yours is realy comming along isn't it....

Mummey, thanks a milion dude, i think i got the point now since im already defining the requirements right now and i do see your point in here. Also i would like to thank you for the Identification and Implementation of CDP in Software design notes you wrote, helped me alot and after i've red it for the 3rd time i finaly got what it's about so.... thanks again!

Ill be definitly finishing up my project now...

Galo
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Old 05-02-2005, 02:48 PM   #13
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No problem Galo. My hope with the renders is to eventually port this code over to Mac and turn it into a nice little Cocoa app. I'm trying to hammer out the bugs in the method itself first before I start that though.

-b
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Old 05-02-2005, 03:10 PM   #14
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Getting closer...

Added opacity to the strokes. This cleared up the mess the brush strokes were making.
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Old 05-02-2005, 03:41 PM   #15
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verry nice there, so you want platform independency, this would be great so you could port from mac to pc and back with renders or not....


cheers,
Galo
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