Blender otrzymał 15 miejsc w Google Summer of Code 2013

Blender otrzymał 15 miejsc w Google Summer of Code 2013

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    Projekt Blender otrzymał od Google 15 wolnych miejsc na zgłoszone przez ludzi propozycje, odnośnie nowości i ulepszeń w programie graficznym. Przez następny tydzień studenci będą się kontaktowali z mentorami i zapoznawali ze zgłoszonym projektem. Oficjalny start zaplanowano na 17 czerwca. Wszyscy chętni do pomocy przy projektach są mile widziani.

    Oto lista wszystkich projektów Blendera:

    Alex Kuznetsov – VSE Improvements
    Mentor: Peter Schlaile
    Video Sequence Editor zostanie przeprojektowany i zaktualizowany, aby być bardziej zintegrowany z resztą Blendera. Oczyszczone zostanie API i kod, a wewnętrzna struktura zostanie zmodyfikowana i zoptymalizowana.

    Aexander Pinzon – Sketch Mesh Editing
    Mentor: Howard Trickey
    This project proposes to implement a method for mesh editing based on sketching lines defines by user and preserving the geometric details of the surface.

    Antonis Riakiotakis – Painting tool improvements
    Mentor: Lukas Toenne
    This proposal will target usability, feature and system design improvements for Blender’s paint system. Unification of symmetry and anchored and area stroke modes, curve driven strokes, sharpen tool, re-use code for Vertex/Weight paint, bucket fill, better texture selection, etc.

    Daniel Stokes – BGE LOD and Bug Fixing/Polishing
    Mentor: Joerg Mueller
    This proposed project intends to be mostly a bug fixing and polishing project for the BGE, similar to some past Blender GSoC projects. It also contains a level of detail system to allow Game Engine artists to make more efficient use of system resources.

    Gavin Howard – Cycles Deformation Motion Blur
    Mentor: Stuart Broadfoot
    My proposal is to add to the Cycles Render Engine the capability of blurring moving parts of deformed meshes, separate from the non-moving parts.

    Ines Almeida – Improved OpenGL Debugging and Profiling
    Mentor: Mitchel Stokes
    This project aims to bring common profiling options to BGE, extending and improving the existing ones, namely: resources spent with user logic, rendering different objects and how much of the graphics card memory and capabilities is being used. Another objective of this project is to improve general Blender debugging using the new OpenGL debugging system.

    Jason Wilkins – Viewport FX II
    Mentor: Brecht van Lommel
    Propozycja ma na celu zaktualizowanie sposobu, w jaki Blender rysuje na ekranie. Aktualnie aplikacja polega na starej wersji biblioteki OpenGL, która nie jest już w pełni wspierana przez sprzęt. Warto zaznaczyć, że gdy wydawana jest nowa generacja kart graficznych, to Blender nie potrafi w pełni wykorzystać jej potencjału.

    Joseph Mansfield – Expand and improve motion tracking
    Mentor: Keir Mierle
    I plan to focus on multicamera solving and reconstruction from footage with variable focal length. In addition, I will make various smaller improvements to the motion tracking workflow and interface.

    Joshua Leung – Dependency Graph and Evaluation
    Mentor: Ton Roosendaal
    This project aims to investigate and resolve the various design issues involved in creating a new future-proof dependency graph system, and will result in an initial implementation of relevant core components.

    Rafael Campos – Texturing for Volume Rendering in Cycles
    Mentor: Brecht van Lommel
    Volume Rendering can be divided in texturing and in shading – this project aims to implement part of the texturing required: creation of the 3D texture Voxel Data and integration of the OpenVDB library to use its grid representation for the volume data, all in the new rendering engine, Cycles.

    Sergej Reich – Rigid Body Simulation Improvements
    Mentor: Miika Hamalainen
    Blender od wersji 2.66 posiada symulację sztywnego ciała (rigid body simulation), zintegrowaną z systemem animacji. O ile działa to dobrze z prostymi scenami, o tyle są pewne ograniczenia, które powodują problemy przy skomplikowanych ustawieniach. Ten projekt ma na celu ulepszenie tej techniki.

    Sergey Sharybin – Threaded Object update for dependency graph
    Mentor: Campbell Barton
    Main goal of this project is to achieve Object animation updates to use multiple threads. For this project I could foresee changes in both dependency handling and the modifier stack code.

    Thomas Dinges – Cycles: Add new shader nodes
    Mentor: Stuart Broadfoot
    I would like to add several new nodes to the shader nodes, to give the user more options and possibilities. Also, some shading features to give more control over shaders and the rendering. Most items are approved already and are listed on the Cycles ToDo list.

    Vincent Akkermans – Towards a full User action replay system
    Mentor: Ton Roosendaal
    This proposed project aims to bring several enhancements to existing code with the objective of making full action replay possible in the future. More concretely it aims to finish the macro system, enhance RNA descriptions, fix operator re-execution by capturing contexts, and implement a user action log system for visualisation.

    Walid Shouman – Mesh Custom-Data Transfer
    Mentor: Campbell Barton
    A generic system to move custom-data (such as UV, seams) between different mesh objects. Support for different methods to transfer mesh data will be added. Spacial – find close points on both meshes. Ray-casting – do ray-trace lookups to identify similar geometry. Topology – 2 meshes with the same or similar topology.