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 …

Changes & Implementation Progress

This week, I made some progress in a few different areas. One was asset collection – while I don’t have much to show here, I collected a few different style samples in both watercolour and other mediums, such as pencil. These samples will be used to test out the algorithm and make improvements to it. …

Finally, there’s some sort of transfer

This week, I actually managed to get some sort of style transfer going. I also noticed a few mistakes that I had made, and had to deal with a few Unity issues. My first step this week was turning my “bloom” pattern into 5×5 blocks. I pulled them out diagonally instead of blooming them for …

Progress on Creating a Texture for showing seed points

Over the last 2 weeks, I’ve mainly been working on a way to convert a 3D model’s vertices into a 2D texture so that I can create a JitterTable, or a 2D texture containing seed points. It was quite difficult for me to do this, as I didn’t know exactly where to start. The goal …

More Progress on StyleBlit Implementation

This week I spent some time figuring out where I had gone wrong with my implementation, and what I could do to fix it. Here are some progress images that I captured throughout the week, with captions of what was going wrong in each: This is where I started this week. It’s got a lot …

Unity Setup & Familiarization

Most of my work over the last 2 weeks has revolved around getting Unity set up and experimenting with it to learn more about the interface and creating and manipulating objects and shaders within Unity. Most of that work has gone into a sample project that I haven’t included on GitHub, since it won’t be …