Implemented the basic workflow for the new lineart renderer...
I decided to release it before the end of this year, and till that time, I won't do any research but to improve the stability and user interfaces.
Please comment below if you want any features :)
How should curve change its width/color in animations? Drawings/Manga use heavily stylized lines a lot, while most anime avoid this to reduce the work.
I've been thinking for years, but still confused... I could match/track the curves, but how to make it visually appealing?
Real-time, GPU-driven, 3D Contour Curves, both visible & hidden lines.
Once I couple this with contour-adaptive remeshing and my old 2D contour curve algorithm, this will be the most powerful lineart renderer ever existed.
Tracking contour curves on moving surfaces is vital for generating coherent animated line art.
The sweeping lines indicate the matching process on
dynamically tessellated surfaces in real-time.
Although I hesitated about a GPU algorithm, it seems to work (I hope so🥺).
Real-time, fully GPU-driven method to extract curves from mesh contour (silhouette).
It's not done yet.
I've been working on temporal coherency of animated stroke curves for a year.
Hope someday we can render truly expressive line animations in real-time.
A little peek at current progress.
The cusp detection is almost done. After segmenting curves based on visibility, I think this lineart renderer beats any competitor in the market.
Further effort will be put into temporal coherence on animations.
@nice_byte
Not really. There are fairly well-written codebases too. Ngnix, Blender and etc.
The shittiness of game engine code is specific due to the current state of game dev and the industry.
@rms80
Digital mesh processing is still a dark magic. You can find a thousand blogs on coding a tay tracer, but very few about mesh boolean or other mesh algorithms.
I just want a 3D renderer that renders line art. It was a simple goal...
Five years passed - it's still not accomplished, and I'm forced to learn academic gibbrish like "gradient diffusion" and "Eikonal equations on a Riemannian manifold"
For now, the system supports per-object parameters; I'm also considering multiple sets of curves with different styles for each object, but I'm unsure if that's much needed.
Somebody just asked me for the video GPU contour paper. Here is the video I made for EGSR 2022. In case anyone is interested🥴.
GPU-Driven Real-Time Mesh Contour Vectorization via
@YouTube
It's crazy, but I'm linking 3D mesh edges into contour curves ON THE GPU. And this happens really fast since I ported most of my GPGPU shaders to Blender.
Have to sleep now; the sun still rises tomorrow🥱
Thank you for watching today’s episode of Bocchi the Rock!!!
Huge thanks to all the staff involved, huge love!!! 🎸💥🫶🏻
Today i made my Genga debut on BTR, I’m appreciated for the opportunity!!
#ぼっち・ざ・ろっく
fuck it; the curves are bound to flicker - unless I use some costly AI algorithm.
I will quickly finish this contour project and publish a Blender patch. It has taken me too many years, and I have other things to do.
@SebDeguy
@MKlekner
@cgboost
@Substance3D
Believe it or not, as a graphics programmer, I started to study from Substance Designer rather than books, it helped me so much:
I learned GPU programming from pixel processors, and procedural techniques from reading those complex graphs underneath those noise nodes...
@lizaledwards
I agree it is bad, but the technology won't just stop here.
Instead of totally denying/rejecting AI, it might be better for artists to actively participate in its development and make AI controllable, beneficial, and safe for creators.
Split curves at sharp corners are harder than one would expect. After this, I can even fit Bezier curves on the GPU, but that might be overkill. Skeletal strokes are all right, I guess. I'm tired of this.
I don't understand why western games were coming to this pathetic state. These woke people ruined Wolfenstein - one of my favorite game series.
I'm glad that the JP game industry gives zero fuck about those crazy radical wokes, and now China is also catching up.
@HimemiyaRie
Hi Hime, is there a design sheet consisting of three-view drawings? I was planning to sculpt a 3D model for you, but I could not find any on the web.
@ponymolly_
@reduzio
@Razer4T7
It's called NPR(non-photorealistic rendering). It has the same complexity compared to its PBR counterparts.
Not everything has to be "photorealistic." Have you ever seen Ghibli movies? In your theory, then it's absolutely cheap and not "fancy."
I hate it when things barely work after I've put in moderate effort. It either means I'm going the wrong way and overcomplicating, or I just need to put some more effort into it.
Recent AI-related graphics research is too far away from real applications. The only successful invention - DLSS came from Nvidia. Sometimes, I think the industry is leaving academia in the dust.
As we continue highlighting a structure a day for
#InfrastructureMonth
, check out the Adams Avenue Grade Separation, which was completed in December 2022!
The 357-foot long structure, built by
@DFJV_CP23
, takes traffic over the existing railroad and future HSR lines.
#BuildHSR
The hybrid soft & hardware contour rasterizer is near perfection now; it's even better than my old soft rasterizer...
I have even a better solution to try out, but I guess this is good enough to vectorize stroke curves from.
@keenanisalive
@CSDatCMU
Thank for sharing! I wonder if the first half of "Discrete Differential Geometry" could be realeased also...
Prof. LiuLiGang in University of Science and Technology of China will also give a open-accessable DGP lecture in one or two months later, what a good time to learn!
@ZaedDB
This shows 3D curves on the mesh, with or without occluded parts. However, the actual curve shape is still not perfect even on a densely subdivided mesh.
I'm planning to do GPU remeshing like the smooth contour paper you ported before.
It's just a shitty mesh wrapped with hopeless textures. It is frustrating that thousands of graphics researches still cannot achieve any system that truly understands 3D topology or geometry. Remeshing is a good example of this.
For god's sake, is there any proper tool for writing GLSL code? Resharper was way too good for supporting HLSL and I had enough with the crappy GLSL linting in all IDEs.
@dddjef
It is possible, however I'm not sure if I had enough time to port my code to Blender, which I'm not very familiar with.
Anyway, we have done detailed comparison to Freestyle and Line Art. For example, the performance comparison:
I really wished that people can be more honest, serious and practical about their projects. AI people rush so desparately to get investment/paper acceptance... Please have some class
Text -> Image -> 3D -> AI-assisted UVs -> AI Retexturing.
This is now live for all our paid users. I am incredibly excited about hybrid Artist + AI workflows.
Isn't that wonderful? Artists keep on shitting out giant shit-balls, and you, as the graphics programmer, have to clean up their ass; simply amazing :)
Debugging node based shaders is really such a great experience, I can totally understand why we want to just get rid of handwritten shaders entirely.
I can totally tell what's going on here and which of the 200 nodes this corresponds to, since everything is so clear and readable
An optimized version of my GPU list ranking algorithm, serializing 5 million nodes from linked lists into arrays.
Takes about 40% less time compared to my old implementation (Wyllie's pointer jumping )
This algo. is essential for contour curve chaining, happy about the result!
@Petcson
I suggested several times but there were internal frictions inside Blender so I kinda lost my interests.
The merge might happen in the future but for now I'll keep myself an individual developer.
@megamarsun
My personal opinion is both yes and no.
Only if the developers respect art as creational craftsmanship, empower artists & let them feel safe and interested enough to join the process.
@UnrealEngine
Typical Unreal documentation for their code: "function DoThis: This fuction does this." and for Unreal there is nothing like a thread from Unity forum where you could just learn everything about the function.
Line visibility is notoriously hard.
Broken lines, shitty aliasing everywhere with hardware raster.
Guess I still have to go soft raster. Like I did years ago in Unity.
But this is gonna be harder to do in Blender... Parallel allocation was such a pain, even within Unity.
Some random thoughts about the temporal coherence for animated line drawings:
This is not only a problem for contour rendering algorithms but also a problem for human artists - especially when the curves get stylized.
@Atrix256
Not worth it for rendering, specially if you want try it for TAA-ish temporal filtering. It only useful for control engineering, for example, robotics. Otherwise it's better to consider neural filters
@FreyaHolmer
URP source code is just a hell of trash code, horribly designed api with awkward legay shit code, It makes me want to vomit every time when I read through URP source code.
@RanarifSC
I hope the storyline won't be as abstract as Hylics...
Hylics had good music and art, but its abstract storyline made it hard to get a wider audience.
@shuncao001
@BrianKaris
@mirror2mask
@siggraph
I admire your efforts and rich experience in optimizing mobile GPU performance.
But this credit is far from enough if your work is heavily inspired by or based on Nanite—people will mistake it for a totally new technique.
@bgolus
Actually there are only 2 kinds of lines.
1. lines that varies in run-time, a.k.a "Contour"
2. lines that can be drawn off-line, like freestyle lines in Blender.
@Atrix256
Take a look at the presentation of GuiltyGears and GenshinProject at GDC. I think that's basically all ypu need to know for practical uses.
If you could understand Japanese checkout their CGWorld magazines.
Getting the old sad & hopeless feelings when doing GPU-based numerical/topology optimizations: you don't know why it does/doesn't work, and you don't even know how to test/verify your ideas... It's just a constant struggle
Toby makes such good games that I'm starting to question what I'm doing in my career now... ... We don't even need that many fancy techniques to make good games.
@BrunoLevy01
I believe that it was accelerated by GPU, but it also has some workload on the CPU side. But I cannot judge anything about it since robust triangulation is already hard enough, not to mention parallelizing it.
I think there should be some comparison to my work.
I've read both papers. I am not convinced they could be practical.
Only applies for subdiv surfaces and occluding contours.
The uv-mapped algo. seems to overly smooth the mesh to make the curves right.
This year at
@siggraph
, we present two papers that, I believe, represent breakthroughs on the problem of computing occluding contours of smooth surfaces. They are foundational to non-photorealistic rendering, but bafflingly-hard to get right.
1/
I remember watching a clip of him soloing at the Crossroads Fest. Also gave zero fuck, wears like a high school geography teacher... The guitar playing was unbelievably good, though.