Engineering, Bugs, and Lots of Textures

To start on a more positive note, here are some of the textures that I’ll be using as test samples. Some adhere more to the standard StyleBlit use case than others. There are several mediums, including watercolour, water-based marker, and coloured pencil.

With my remaining time decreasing, I worked more on the engineering aspects of my project after fixing a major bug in my UV LUT generation code. Without flood-filling my LUT, I was often hitting empty slots and therefore selecting texture locations incorrectly. Here are some before & after shots:

However, there’s still a bug. I noticed it soon after I fixed the LUT, but decided to continue with the general scene engineering work. I wondered if it was based on my texture choice – instead, it seems that there’s something incorrect about the patch generation. It looks like they’re far too small. Here are a few examples, using a model that more closely matches a sphere:

Other engineering work that I did included cleaning up several different issues with the position & normal samples, which improved the results in other models besides the standard rabbit. Due to different scales for each model’s vertices, there could be quite a lot of variation in the final image.

Here are some samples of the rabbit and the dinosaur:

Published by aqwilson

4th-year computer science student. Coffee. Art. Coding. Video Games.

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