The last 2 weeks have been spent fixing bugs and working on making sure that each piece of the algorithm is up to date. Some of the bugs that I’ve worked on have included: An issue where uv coordinates were being compared instead of position coordinates, which would create problems with accessing correct texture points. …
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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 …
3D Textures
This week I got further in my implementation of the StyleBlit algorithm and set up several bounding boxes and planes to start experimenting with applying different textures to the model. I also imported and tried the algorithm on several different models. One of my main tasks this week was to set up a Poisson distribution …
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 …
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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 …
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StyleBlit Progress
After a lot of frustration, I finally got something to work, in the loosest definition of the word “work”, because it is still pretty clearly not working as intended, and looks wrong in a few areas: Black sections are sections that didn’t pass the threshold. This week I focused on figuring out how to get …
Implementing StyleBlit: Week 1
To start off with, here’s an image of my scene in Unity right now. You’ll notice that it looks very similar to how it did last week, and that there is clearly no StyleBlit-ing happening yet. The capsule looks the same, but the sphere and rabbit are new. The rabbit above is a free asset …
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 …