Hi Erwin, Thanks for your response. I would like to port my project to Blender, with Animation Nodes or whatever; but there is no much time to discusse, afraid so.
Working on this project gave me huge experience with all kind of shaders. So, do you know any shader-related issue to code on Blender? Because if it's not possible or doesn't make sense implement my project, probably I could help developing shaders or improving shader capabilities of Blender. I have less than a day to write my proposal and I need to know what's the best. Thank you again, Álvaro Quoting Mike Erwin <[email protected]>: > Hey Álvaro, > Your project sounds cool but I don't know how it would fit into Blender > from the brief description. Reminds me of things people are doing with > Animation Nodes. Or Shader Toy outside of Blender-land. Can someone here > who is into animation give more feedback? > > Mike Erwin > musician, naturalist, pixel pusher, hacker extraordinaire > > On Wed, Mar 23, 2016 at 3:12 PM, <[email protected]> wrote: > >> Hello, >> >> My name is Álvaro Ricón. I am working on the Computer >> Engineering/Science final project, at the "Facultad d'Informàtica de >> Barcelona (Universitat Politècnica de Catalunya)". >> >> The project I'm conducting, with the supervision of the teacher Àlvar >> Vinacua, is entitled "GPU Morphing". The idea is to study and develop >> mesh-morphing algorithms which harnesses the power and parallelism of >> current graphic processors. As the main goal of my work I decide to >> develop a set of morphing shaders to perform this transform at >> runtime, without needing user interaction. >> >> The mesh morphing I'm trying to get is an automatic transition between >> any pair of meshes. In order to be able to do this I would use every >> kind of shaders I need, from vertex to tessellation, even compute >> ones. In fact, I'm currently developing compute shaders to implement >> the first step: spherical parameterization. >> >> I plan to finish my project at the end of May, and I would like to >> port all my work to Blender in the following months, at Google Summer >> of Code. >> >> It could be a fast-computed animation tool. The vey first idea was to >> use it on videogames (Blender Game Engine?), due to its potential >> realtime computation, saving memory of useless pre-calculated >> animations for any kind of transformations the game demands, which it >> would make possible to be a lot. What do you think about about it? It >> is feasible to present as a proposal for GSoC? If it isn't, can I just >> work on implementing more shader capabilities to Blender code? >> >> Hope you like the idea, and if you have any doubt do not hesitate to >> contact me. Thank you in advance. Best regards, >> >> Álvaro >> _______________________________________________ >> Bf-committers mailing list >> [email protected] >> http://lists.blender.org/mailman/listinfo/bf-committers >> > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
