[Bf-committers] massive cuda speed improvements with Cuda 5.0/5.5

2013-06-03 Thread Sergey Kurdakov
Hi all,

As long as MinGW OpenMP isn't fixed

it is fixed in http://tdm-gcc.tdragon.net/download ( see openmp download )
and patch to any other MinGW version for gomp library can be found here

http://netcologne.dl.sourceforge.net/project/tdm-gcc/Sources/TDM%20Sources/gcc-4.7.1-tdmsrc-1.zip

not sure how useful it is, but still - there is  a patch which can be
applied.

Regards
Sergey
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[Bf-committers] Blender online

2013-04-26 Thread Sergey Kurdakov
Hi

Maybe it's a better idea to create a simple online modeller, so people
could create a sketch and then export it to .blend format?

then take a look at this approach

https://github.com/kripken/emscripten  see some results
http://www.youtube.com/watch?v=XsyogXtyU9o

cannot say, how much of Blender would compile to run this way, but as 1 mln
lines of C/C++ code was converted to run in browser, I think, it is
possible to convert blender ( not sure on dependencies and python though ),


Regards
Sergey



On Fri, Apr 26, 2013 at 7:16 PM, Moisés Bonilla neodiv...@gmail.com wrote:

 Wow, this grows fast.

 Some conclusions I reached until now:
 * Better to take it as a concept project, instead of one for production
 use.
 * Work only on a subset of operations. Indeed, from the beginning, I was
 thinking only about 3D modelling. I forgot to mention that, sorry.
 * Patrick Shirkey could be a great ally or a fierce competitor ;-)

 Maybe it's a better idea to create a simple online modeller, so people
 could create a sketch and then export it to .blend format?

 Patrick Shirkey, so you would like to extend Jack (which is for audio) to
 3D animation, profitting its basic
 session API and network functionality, ins't it? In that case, yeah, there
 is a common ground.

 Howard Trickey, indeed, when I first tried to describe the idea to a
 friend, I said It would be something like Google Docs, but with 3D
 graphics :P

 Thanks for the help, and sorry if i didn't answer to all of you!.




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[Bf-committers] Migrating Blender builds to Visual Studio 2010

2013-04-15 Thread Sergey Kurdakov
Hi Jürgen,

Did you try

http://www.microsoft.com/en-us/download/details.aspx?id=38188 over vanilla
vs2012?

see http://support.microsoft.com/kb/2797912 C++ part

Regards
Sergey
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[Bf-committers] Looking for a bachelor thesis

2013-03-11 Thread Sergey Kurdakov
Hi,

what about advanced NURBS support?

quite a while ago ( when I started to dig into Blender code ) I gathered
links ( not all relevant, but anyway )

http://www.blender.org/forum/viewtopic.php?t=18026

for current situation with code
see
https://svn.blender.org/svnroot/bf-blender/branches/nurbs-merge/  branch (
this is a work to add nurbana library to Blender )

so here are two things a) finish nurbana integration b) extend it with all
new opportunities NURBS support could provide

if you are intrested - that could be a great addition to Blender.

Regards
Sergey
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[Bf-committers] Blender developer meeting notes, 24 February 2013

2013-02-25 Thread Sergey Kurdakov
Hi All,

Alternative is to do brute-force raycast tests. Might even work
surprisingly fast.

just for reference for anyone interested  - how raycast picking was done in
dx ( so this is algorithm for ref, links  also have some gotchas   (second
link) ) .

http://www.mvps.org/directx/articles/rayproj.htm
http://www.mvps.org/directx/articles/improved_ray_picking.htm

Regards
Sergey
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[Bf-committers] help

2013-02-23 Thread Sergey Kurdakov
Hi Jagrut

where
should *I start.

here it goes

http://blenderartists.org/forum/forumdisplay.php?50-Beginning-Blender-Code-and-Development-
a forum where you may find information how to start coding.

maybe
http://blenderartists.org/forum/showthread.php?218683-Getting-Started-with-Blender-Codingis
a first thing you might read.

Regards
Sergey
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[Bf-committers] AAC and ACC3 support

2012-11-19 Thread Sergey Kurdakov
Hi Sergey

As as I know
there are no ways to have aac sound in ffmpeg in GPL compatible way

--enable-libfdk-aac

is also incompatible with GPL.

as to what to  make with such situation - it is up to developers.

Regards
Sergey
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[Bf-committers] Thinking about a community edit mode for blender

2012-11-18 Thread Sergey Kurdakov
Hi,

one approach which can be used - is similar to multiple VNC ( remote
desktop ) connection.

So, there is one 'server' Blender and many viewer screens, which can send
commands and updates to 'host' computer ( in our case - host Blender ).

as  ffmpeg is already used to save video, and ffmpeg  has capabilities to
send video over network (
http://ffmpeg.org/trac/ffmpeg/wiki/StreamingGuide) the initial
prototype could be coded relatively easily - there is just
need to encode user activities and send them over the net and translate
into 'host' computer clicks.

as with other vnc solutions there will be a somewhat noticeable lag, but
still might be useful to discuss some issues or demonstrate particular
points to the team.

Regards
Sergey
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[Bf-committers] Geospatial Blender

2012-03-17 Thread Sergey Kurdakov
Hi Brylie,

Blender is not  intended to be analysis tool for all possible graphics
related tasks,
that said you should understand, that it is not Blender major point to move
in a direction
you describe.

While, on the other hand, you may  load geospatial data and edit it in
Blender,
and perform some simulations and it is very much welcome.

but overall, there are more appropriate ways to perform geospatial analysis
and visualisation, than to use Blender
( see http://en.wikipedia.org/wiki/GIS_Live_DVD OSGeo-Live DVD to get idea
of existing opensource geospatial visualisation softwarehttp://osgearth.org/
)

Regards
Sergey

On Sat, Mar 17, 2012 at 2:08 PM, Brylie Oxley bry...@gnumedia.org wrote:

 Hi All,
 I am currently studying libre geospatial tools such as QGIS and GRASS,
 at community college in Nevada City, CA.
 http://qgis.org
 http://grass.fbk.eu/

 I would like to figure out how to use Blender3D for geospatial analysis
 and visualization. For instance, there is a nation wide survey of
 elevation data, in the United States, called the National Elevation
 Dataset (NED). I would like to take some known terrain data (from NED,
 LIDAR scans, etc.) and distort a Blender3D primitive (such as a grid) to
 simulate the terrain. This would open up many doors such as watershed
 simulation, fire simulation, city planning, game development, etc..

 There are several file formats involved in geospatial systems, most of
 which are already handled by Python GDAL/OGR. I think that my proposal
 is to integrate these tools into Blender3D via the compositor, game
 engine, or some other means. The compositor seems like a strong
 candidate for geospatial process modeling.

 http://webhelp.esri.com/arcgisdesktop/9.2/index.cfm?TopicName=An_overview_of_ModelBuilder

 I appreciate any feedback and/or mentorship that members of this
 community can provide. Would this be a worthwhile GSoC project? Thank
 you for your time and consideration.
 --Brylie Oxley

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[Bf-committers] Geospatial Blender

2012-03-17 Thread Sergey Kurdakov
Hi Brylie,

take a look at there tools

http://vterrain.org/Doc/Enviro/overview.html
http://vterrain.org/Doc/VTBuilder/overview.html
from
http://code.google.com/p/vtp/

and http://osgearth.org/

and use Blender to develop buildings, terrain feature elements etc, which
you can load in mentioned tools.

Regards
Sergey
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[Bf-committers] Collada Patches in Tracker.

2012-03-05 Thread Sergey Kurdakov
Hi

BTW

https://collada.org/mediawiki/index.php/Open_Letter_March_2012

finally they started to approach the problems Blender devs discussed for
quite a time.

Regards
Sergey
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[Bf-committers] libredcode

2012-02-20 Thread Sergey Kurdakov
Hi

I've seen r3d support in ffmpeg ( not tested though ), which in turn is
used in Blender

Regards
Sergey
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[Bf-committers] libredcode

2012-02-20 Thread Sergey Kurdakov
Hi

also  http://www.libraw.org supports r3d files.

Regards
Sergey
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[Bf-committers] Help with the source code of Blender

2012-01-19 Thread Sergey Kurdakov
Hi Peter,

I downloaded the 100MB, (Explorere Vista) it opens and shows at the left
part
a nice tree of ... but at the right it complains about a link has been
deleted,
so the content of ... is not availlable

open file properties (right click) in Vista and uncheck blocked (because
since Vista windows will block downloaded chm files by default )

Regards
Sergey

On Thu, Jan 19, 2012 at 11:50 AM, Peter K.H. Gragert
pkhgrag...@gmail.comwrote:

 I downloaded the 100MB, (Explorere Vista) it opens and shows at the left
 part
 a nice tree of ... but at the right it complains about a link has been
 deleted,
 so the content of ... is not availlable.

 (Is it possible that the 'delete' is a consequence of my 'virusscanner'?)
   Peter


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[Bf-committers] Help with the source code of Blender

2012-01-17 Thread Sergey Kurdakov
Hi Fabio,

I think that best way is to debug code,
starting from some interesting  places.

as for how there was a thread
http://www.mail-archive.com/bf-committers@blender.org/msg09111.html

Blender code is huge, so did not expect to catch fast.
Still with time, the overall structure becomes clear ( at least those at
SoC do a nice job in few months )

also check
http://blenderartists.org/forum/forumdisplay.php?50-Beginning-Blender-Code-and-Development
( especially sticky post ), there are no direct answers there, but many
related and helpful tips

Regards
Sergey
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[Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Sergey Kurdakov
Hi All,

just noticed commit
http://code.google.com/p/opencollada/source/detail?r=867 to
OpenCOLLADA rep

which resolves the mentioned problem with OpenCOLLADA, that library to
generate code from XSD schema is absent.

the issue, at least, starts to be adressed.

Regards
Sergey
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[Bf-committers] Please help me debugging

2011-11-06 Thread Sergey Kurdakov
Hi Nicholas

the question appears from time to time.
Might your answer  be added to wiki together
with https://plus.google.com/u/0/111762908659720536446/posts/hwZtVDf7yft ?

Regards
Sergey
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[Bf-committers] In need for documentation for iTaSC

2011-10-28 Thread Sergey Kurdakov
Hi

I might be too plain but

http://wiki.blender.org/index.php/Dev:Source/GameEngine/RobotIKSolver

so http://www.orocos.org/kdl for kinematics and then the author of above
page
Benoit Bolsee ( who is frequent poster on the list ),
so instead of guessing - best to ask him

Regards
Sergey

*
*
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[Bf-committers] Open Invention Network

2011-10-27 Thread Sergey Kurdakov
Hi

wikipedia has a good summary

http://en.wikipedia.org/wiki/Open_Invention_Network

Regards
Sergey
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[Bf-committers] osg exporter

2011-10-26 Thread Sergey Kurdakov
Hi

there is OpenSceneGraph exporter

https://github.com/cedricpinson/osgexport/

not sure, if it fits into 'export' option into Blender,
still OpenSceneGraph is widely used scenegraph and export option to it will
be welcomed by
graphics developers.

Regards
Sergey
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[Bf-committers] Arabic support in text editing

2011-10-26 Thread Sergey Kurdakov
Hi,

I noticed pango being mentioned

here is one possible implementation for graphics
http://code.google.com/p/osgpango/
( just for reference )

it requires though quite a lot dlls (cairo, pango, many gtk+ dlls ) to be
included,
so the size of Blender will keep growing

Regards
Sergey
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[Bf-committers] possible future BGE multi threading

2011-10-07 Thread Sergey Kurdakov
Hi Dalai

Namely
file/scene conversion (i.e. game actuator, scene actuator, libload even).

thanks for the offer.

actually I'm full of different responsibilities ( including some ideas for
free software  which is not  sophisticated, but still useful:
such a stack of software to develop Khan academy like courses: there are
many capture programs - but they are either commercial or
not very suitable for course creation, capture hangouts in G+ to make
'discussion tables' and then share them to others ( to facilitate social
activity) etc )

so I'm sorry - I just share some of my ideas. No more.

Regards
Sergey
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[Bf-committers] BMesh: preparing for merge (proposal)

2011-08-30 Thread Sergey Kurdakov
Hi

a minor note on boolean modifier.

as anyway there is a new branch
https://svn.blender.org/svnroot/bf-blender/branches/carve_booleans/

and because in the past carve was already tried with BMesh (back in 2010)
it might be that some time can be saved not to fix old booleans.

Regards
Sergey
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[Bf-committers] Need some help in building the soc-2011-garlic branch

2011-08-15 Thread Sergey Kurdakov
Hi


MSVC 2010 Express)+cmake: compile well, but can only run in release
mode, badly.

it is due to Python debug is compiled with vc 2008  ( so vc 2008 express
should be installed too - fortunately it is still on the web ) - or

I tried to compile python debug dll myself ( from code repository ) - it
worked, but still might take about a day to compile  all the necessary libs
for python. Maybe it was compiled by other devs and they can share the debug
python dlls for vc 2010 ( I do not have them now )

Regards
Sergey
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[Bf-committers] crash bugs hunting

2011-08-07 Thread Sergey Kurdakov
Hi All,

the breakpad project http://code.google.com/p/google-breakpad/  was already
mentioned on a list

and there is a win patch

http://projects.blender.org/tracker/index.php?func=detail;http://projects.blender.org/tracker/index.php?func=detailaid=27639group_id=9atid=127
aid=27639group_id=9atid=127http://projects.blender.org/tracker/index.php?func=detailaid=27639group_id=9atid=127

currently breakpad works on linux and mac too
http://code.google.com/p/google-breakpad/wiki/LinuxStarterGuide#How_To_Add_Breakpad_To_Your_Linux_Application
http://code.google.com/p/google-breakpad/wiki/MacBreakpadStarterGuide

it looks like making a report system using breakpad might facilitate bug
hunting.

Regards
Sergey
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[Bf-committers] Help needed! Animation problems for 3D Audio GSoC

2011-07-19 Thread Sergey Kurdakov
Hi,

just general consideration

taking into account your problems,

it looks like making another pass (maybe even few steps )
for animation system with step ahead would
resolve the problem.

so the animation system will work as is, just there will be another
animation system pass
with new ( ahead ) time (as if it is a new frame,or maybe even several
frames, and all  ahead in time )
which will not change anything - just make
step forward and save it as a data which can be pushed to audio subsystem
(which, can, then,
at given current time just interpolate several future and previous points -
linear interpolation for positions
and quaternion interpolation for rotations between  future and past frame ).

as for implementation details - it really require someone who knows how
animation system works to add there
flag to step into future and also output this data.

Regards
Sergey
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[Bf-committers] Node system for game logic

2011-05-28 Thread Sergey Kurdakov
Hi Sjoerd,

so if you want games based on hive system to be GPL - then
there is no problem with your GPL position.

It is just - there are far too fewer games with GPL license ( maybe three
orders of magnitude), than all games,
and those successful GPL games do live OK without hive.

so, unlike Blender - which could be used to create models, your system will
have
quite narrow use. And of cause, it is your choice.

But then, even with Blender gamedev ecosystem - you could not expect much
interest.
GPL games are developed for fun and not because there is a good system to
use, commercial or
quasi commercial developers ( free or demo games etc ) - do search for
efficient solutions.



as for LGPL/BSD discussion
then even GameKit depens on LGPL Orgre3D and other LGPL libs,
so any additional LGPL lib will not change much ( even if GameKit is
licensed BSD
 - it already has LGPL libs being included )

Regards
Sergey
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[Bf-committers] Node system for game logic

2011-05-28 Thread Sergey Kurdakov
Hi Erwin

Ogre uses the MIT license.

unfortunately someone misinformed you
http://www.ogre3d.org/licensing

Regards
Sergey
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[Bf-committers] Node system for game logic

2011-05-28 Thread Sergey Kurdakov
Hi All,

some info to put together

from initial idea to have nodal logic

http://wiki.blender.org/index.php/Dev:Source/GameEngine/NodalLogic

Python access to game engine features is incomplete; you cannot get away
from using some logic bricks, possibly inefficiently, if you want to create
a 'only python' application.


http://blenderartists.org/forum/showthread.php?216269-Dev-BGE-Components-Branch-Created

resolves it.

then on

Logic brick access to game engine features is incomplete; you cannot get
away from using some Python code if you want to implement a complex logic.

the problem is that is hardly resolvable in general, though there are
different attempts.

http://webdocs.cs.ualberta.ca/~script/ ( no code but there is AI editor
which generates ingame code btw this is a way to go -
the generated code from any stand alone node system will be free from any
restrictions ( because it is produced result ) )

http://msdl.cs.mcgill.ca/projects/projects/AToM3/ just as initial proposal -
starts from modeling general systems ( similar systems  usually save their
results in high level language such as Modelica ( which in turn can be
translated to python or c/c++).

so - first objection (from NodalLogic proposal ) which was risen ** - that
game system of Blender cannot live without blocks - is resolvable,
the general solution to program games in graphics - has many attempts - but
no satisfactory solution  - still it is always possible to translate
anything which was developed with blocks to code, which then, can be
integrated into any game.

Regards
Sergey
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[Bf-committers] Node system for game logic

2011-05-28 Thread Sergey Kurdakov
Hi Erwin.

my bad.

yes all components of GameKit are non lgpl or gpl.

and Orgre from ver 1.7 is also MIT

but still

if it is possible to render game logic in blocks - it is possible to write
code exporter.
so if the system is actually that good - to overcome it's GPl nature is not
difficult

Regards
Sergey

On Sat, May 28, 2011 at 4:58 PM, Sergey Kurdakov sergey.fo...@gmail.comwrote:

 Hi Erwin


 Ogre uses the MIT license.

 unfortunately someone misinformed you
 http://www.ogre3d.org/licensing

 Regards
 Sergey



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[Bf-committers] Node system for game logic

2011-05-28 Thread Sergey Kurdakov
Hi,

it looks like design questions of GameKit should somehow be considered
separately.

currently, as it is mentioned

with some basic Lua
bindings.

 GameKit has no python system, but lua one.
also while hive system has some merits - it is not the only approach,

I like this one
http://sourceforge.net/apps/mediawiki/delta3d-extras/index.php?title=DtEntityfor
example
( based on series of articles
http://t-machine.org/index.php/2007/09/03/entity-systems-are-the-future-of-mmog-development-part-1/
so this system is really designed with  games in mind - not just connect
objects - maybe I missed something - but hive system is just overuse of
python capabilities to bring objects together but if it can streamline game
creation still to be seen )

so which system to use and how still is a question to be discussed.

But the narrow part of the story is interface to program games ( there are
tools out there such as GameMaker - but it adds nothing special over current
Blender capabilities ).

If there is working system on interface front to program games without
coding
 - and this  main question is resolved - then other questions can be
resolved.

now the point is if without interface hive system fits into Blender Game
engine and if it has potential to fulfill NodeLogic proposal or NodeLogic
can be coded with the use of Moguri system + some ideas from
http://sourceforge.net/apps/mediawiki/delta3d-extras/index.php?title=DtEntity).

as we seen - Ogre was re licensed - but before it proved to be viable system
in a first place


Regards
Sergey



On Sat, May 28, 2011 at 6:32 PM, Xavier Thomas xavier.thomas.1...@gmail.com
 wrote:

 Hi,

 Speeking of gamekit, it has a node logic system MIT lisenced. You can
 take a look at that if you want, it is C++ with some basic Lua
 bindings.

 Having a code generator that generates code from node tree is
 definitely possible but more complicated than simply evaluating a
 tree. There is code that does that (GPL unfortunately) to compile the
 material node tree to GLSL code for viewport and game engine.

 Xavier



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[Bf-committers] Node system for game logic

2011-05-28 Thread Sergey Kurdakov
Hi,

just to complete series of links for components idea:

https://github.com/caseman/grease is a python component system

tutorials are here:

https://github.com/caseman/grease/tree/master/doc/tutorial

while targeting quite different aspects of design - still initial intention
from
http://t-machine.org/index.php/2007/09/03/entity-systems-are-the-future-of-mmog-development-part-1/

No programmer required for designers to modify game logic

are possible to implement

more attempts to implement the same pattern:

http://www.gamadu.com/artemis/
https://github.com/tdavies/Ember

http://flohofwoe.blogspot.com/2007/11/nebula3s-application-layer-provides.html
and code
http://code.google.com/p/nebula3/


Regards
Sergey
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[Bf-committers] Node system for game logic

2011-05-27 Thread Sergey Kurdakov
Hi Sjoerd

A compilation of a covered work with other separate and independent
works

it applies only if it is separate products are put together - such that
engine uses only data,
produced by you hive-system and not any code.
if it is 'linked' - such that there is a code connection (python or not) -
GPL does not allow to run together.
So exactly Adding GameKit bindings is prohibited by GPL for non GPL code
if only these binding are not using
network interface or pipes
( but still even in this case GPL might apply - if it can be proved that the
game cannot run
without GPL component - so that it cannot be replaced with something else).

LGPL, though, might be OK in this case.

Regards
Sergey
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[Bf-committers] Unlimited clay patch review

2011-05-23 Thread Sergey Kurdakov
Hi Raul,

some info

I thougth someone has being able to compile it and post a build online ...
didn't knew community don't have a build to test with.

a build was posted here
http://www.zoo-logique.org/3D.Blender/index.php3?zoo=com
exactly:
http://www.zoo-logique.org/3D.Blender/php/compteur.php?url=win32_unlim_clay-110428

this was downloaded 336 times

people played with it, but not much.

somehow this build is not stable compared to current Blender builds
- so people notice that when they looked at the patch.

Regards
Sergey
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[Bf-committers] New Developer - where do I start.

2011-05-20 Thread Sergey Kurdakov
Hi Lalit,

it depends on language which you would like to chose.
C++ or python.

overall as it was suggested  already forum

http://blenderartists.org/forum/forumdisplay.php?50-Beginning-Blender-Code-and-Development
( including sticky post ) is a good starting point.

As for me, I would suggest you to look at deeper internationalization.

Blender is almost there,

but there are non finished parts.

Say - how to add 3D text on another language?

function

static int insert_into_textbuf(Object *obedit, uintptr_t c)

puts incoming symbols to visualize as

ef-textbuf[cu-pos]= c;

but this can be improved

say this way

_locale_t locale;
 locale = _create_locale(LC_ALL, NameOfYourLocale);
 _mbstowcs_l( ef-textbuf[cu-pos],c,1,locale);


this immediately adds capability to add other languages 3D text  ( you
should just select non default font
http://blenderartists.org/forum/archive/index.php/t-200232.html )

another step to improve internationalization is to fix

void blf_font_draw(FontBLF *font, const char *str, unsigned int len)


line

c= blf_utf8_next((unsigned char *)str, i);

could be rewritten with the same approach in mind using  returned from
_mbstowcs_l symbol in place of str

that will immediately add ability to print in text editor in different
languages.


this is not the end of internationalization - you will notice different bugs
along the way - but investigating and making small fixes
you could make Blender to be really  internationally friendly

you would also learn internals of Blender along the way.

Regards
Sergey
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[Bf-committers] need help on vgroup/mdisp allocation

2011-05-11 Thread Sergey Kurdakov
Hi

jemalloc looks like a good solution,

still, to compare -  few other links which deal with memory allocators with
variable size allocations.

http://wkaras.webs.com/heapmm/heapmm.html
http://g.oswego.edu/dl/html/malloc.html
http://shm-arena.sourceforge.net/
http://www.sqlite.org/malloc.html

http://www.boost.org/doc/libs/1_46_1/doc/html/interprocess/memory_algorithms.html#interprocess.memory_algorithms.rbtree_best_fit

Regards
Sergey
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[Bf-committers] BGE IRC Developer Meeting: May 1, 2011

2011-05-01 Thread Sergey Kurdakov
Hi,

regarding

separate
render thread to make use of swap buffer wait time, etc

it seems, that better than to say tough - to offer possible ways to
implement or provide examples.

I cannot say - where ideas - how to implement can be put so that they are
not lost   (wiki ?) - but few spare thoughts on possible implementations.

in simplest case ( three times memory overhead plus copy state overhead) -
there could be three containers (lists or maps etc ) for simulated objects.

physics and logic thread updates thirst container, then after update - it is
swapped with second container ( though current state is copied if object
state is changed so that, ex position is continuously updated with relevant
current state in physics code),  render takes info from third container -
just before rendering it swaps third and second container ( not sure for
copy - but some check so that old data from second container does not go to
third  might be needed ).

it might be done better using messages: see example here
http://software.intel.com/en-us/articles/smoke-game-technology-demo/  (
there were docs and video presentations on architecture ( they could be
found if searched in google ). it really will take time to get to idea, but
overall the system is fairly comprehensible and could be used for BGE.

Regards
Sergey
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[Bf-committers] ffmpeg library update

2011-04-24 Thread Sergey Kurdakov
Hi

also there's no libav build for win64 yet

just to make it more correct

http://win32.libav.org/win64/

Regards
Sergey
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[Bf-committers] ffmpeg library update

2011-04-23 Thread Sergey Kurdakov
Hi Sergey.

I'm not very knowledgeable person in all details, but as I do some video
stuff  ( and ffmpeg based development ) few points I can share:

it is not clear to this point who will win ( though libav team seems has
more ffmpeg core devs, while ffmpeg site team has less - but keeps the name
so potentially can regain the position ).


but still - if to build from stable releases
http://libav.org/download.html#release_0.6 it is all the same as latest
stable release
http://www.ffmpeg.org/download.html#release_0.6 with few fixes.

that is - for now - it looks like
http://libav.org/download.html#release_0.6  0.6.2 release is a best
bet for inclusion.

in dev branches to this date in the encoding side - the difference is minor.
ffmpeg site pushes for multi threading - but only for  decoders.
so ffmpeg branch won't have any advantages for Blender compared with libav
though has some more 'new features'.

Regards
Sergey
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[Bf-committers] ask for beginner suggestion

2011-04-21 Thread Sergey Kurdakov
Hi Jianming,

visit

http://blenderartists.org/forum/showthread.php?200013-develop-and-improve-the-source-code-of-blender

then

http://blenderartists.org/forum/forumdisplay.php?11-Python-amp-Plugins

with python you would be able to create quite a lot of useful things.


take a look at
http://blenderartists.org/forum/showthread.php?193908-Code-snippets.-Introduction-to-Python-scripting-in-Blender-2.5x

if you think it is too simple for you,

then you may dig into blender composing code with debugger - to get idea how
it works.
When you know how current things are organized, then it is easier to add
things.
then you can post patches and see other people feedback.

Regards
Sergey
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[Bf-committers] Windows Debug Build (possible with free tools?)

2011-04-19 Thread Sergey Kurdakov
Hi All.

concerning vs2010 support,

python team might not support it,
but it is possible to compile python with vs2010

with http://svn.python.org/view/python/trunk/PCbuild/

and distribute it as a lib

Regards
Sergey
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[Bf-committers] Windows Debug Build (possible with free tools?)

2011-04-19 Thread Sergey Kurdakov
Hi

@Sergey, good to see they added support but we need to use release
builds. From looking in the source I could only find msvc2008 project
files.

actually svn for 3.2 is here

http://svn.python.org/projects/python/branches/release32-maint

and while there are only msvc2008 projects files they are upgradable
to newest version of vc and compile with  vc2010 without errors ( as far as
I did a quick check ).

so custom compiled python dll could be placed in lib dir and used for
vc2010 development

Regards
Sergey
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[Bf-committers] [GSoC2011] Mesh Retopology Tool Enhancements Including Step-Building, Extending, Slicing, Enhanced Pen and Paint Tools

2011-04-06 Thread Sergey Kurdakov
Hi Dan,

it will take some time ( so it will happen  after submission deadline ).

But I will rebuild last year quad based automatic remeshing code by
Rohith with most fresh Blender code ( or even with Bmesh ) - so it
will be seen if that code could be used as aid  tool for you.

Possibly will build with optimized libraries ( to reduce lags ) -
there are some libs
with stated speed up 10-100 times than that which is used in Rohith
submission   - the problem is - there are quite a lot of libraries (
including blas, lapack etc which are normally fortran code so have to
manage fortran compilers, though there are C implementations of the
same libs) and current Blender differs quite a bit from a time Ronith
submitted code
so the build  cannot be done quickly and requires some free time which
I currently lack, but will have some day.


The nice feature of that code - that
after you have feature lines ( with your proposed tools ) are rendered
- then automatically generated mesh will keep those
feature lines intact ( and also will preserve borders ) - so new
retopo mesh will easily fit into bigger mesh and retopo of large
pieces of mesh ( not only retopo with 4 or so quads per selected
'section') will be also easy and intuitive with your tool.


Bmesh, of cause ( with more flexible structures ) , will be of help here too.

So if your proposal is accepted, I will make you aware of new builds
and you would be able to  access if that code could fit into your
proposal as underlying 'quad-generation'  code over selected feature
lines ( taking into account the mesh, of cause ).



Regards
Sergey
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[Bf-committers] Physics Modelling Fukushima

2011-04-05 Thread Sergey Kurdakov
Hi Patric,

 Just wondering if any of you guys are using your amazing aptitude for
 physics modelling and looking at the situation in Fukushima.

it looks like offtopic,

because nuclear station modeling does not relate to Blender code
itself, no to Bullet engine etc ( physics does not mean in
Blender-physics code  thermodinamics and nuclear modeling for example
- just mechanics ) ( though of cause there are some codes to make
whole nuclear disasters
modeling, usually they are made several years and might cost in spent
time more than whole men-years spent on  Blender development - just as
nuclear energy is a multibillion business and such expensive
simulations are needed).

In case you would like to visualize and popularize what went there -
you might take
http://energyfromthorium.com/pps/FukushimaDaiichiAREVA.pps Areva
presentation on what went there so far
and produce high quality visuals, but you might discuss this at
blenderartists.org

Regards
Sergey

On Tue, Apr 5, 2011 at 5:04 AM, Patrick Shirkey
pshir...@boosthardware.com wrote:
 Hi,

 Just wondering if any of you guys are using your amazing aptitude for
 physics modelling and looking at the situation in Fukushima.

 It would be real time(tm) to get concrete visualisations of the
 explosive potential of the reactor cores in their current states.

 Would make for some very interesting footage in the currently raging debate.



 Cheers.

 --


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[Bf-committers] GSoC 2011: Improving Retopology Tools

2011-04-03 Thread Sergey Kurdakov
Hi Alice,

- *Pen tool* to quickly draw polygons without the need to fill faces
manually
- *Paint Stroke tool* for adding faces based on intersecting strokes

from your description a recent addition to Blender might be of some help

see

http://www.blendernation.com/2011/03/23/quad-dominant-remeshing-development/
(also http://vimeo.com/21096739 )

it has a video and code ( patch ).

also you might be interested to look at previous year submission

https://svn.blender.org/svnroot/bf-blender/branches/soc-2010-rohith291991 -code
http://wiki.blender.org/index.php/User:Rohith291991/Gsoc2010/Proposal - proposal
patch  
http://code.google.com/p/google-summer-of-code-2010-blender/downloads/detail?name=Rohith_BV.tar.gz
( it effectively gives
https://svn.blender.org/svnroot/bf-blender/branches/soc-2010-rohith291991
- but might give idea what was changed )

it also can be used ( and updated ) and fitted with your   interface part.
also, I can think  to use for such purpose http://tetgen.berlios.de/ code
( the code can be used with Blender and even accordingly re licensed ).

but be aware - that my recommendations are educated guess - and you
still need to evaluate if these tools will help you to make your task
completed.

hope you would be ok with it before final submission date ( April 8, friday )

Regards
Sergey
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[Bf-committers] GSoC 2011: Improving Retopology Tools

2011-04-03 Thread Sergey Kurdakov
Hi Tim

 those papers have nothing to do with the current proposal.

could you please elaborate?

the workflow of pen is following - a  shape is drawn and is filled
with triangles.

there could be two cases

1) just plain surface,
2) a surface in 3D

in case of plain surface - it seems not of much use.
in case of 3D surface one needs to  'construct' imaginary 3D object
and then fill it with triangles.

For these purposes there are several approaches - including
tetrahedrization (tetgen) or reconstruction surface with marching
cubes or similar algos ( the same goes for quad remeshing - after a
'surface' is somehow given - it can be effectivly covered with quads -
dual contouring is just to fill some surface - how it is given - by
sketch or mesh is a second question her  ).

so it might not be 3D sketching, but then -
OK,
still the algorithm for the proposal should be provided and be just a
'pen' proposal.

Regards
Sergey





On Mon, Apr 4, 2011 at 12:13 AM, Tom M letter...@gmail.com wrote:
 Sergey,

 those papers have nothing to do with the current proposal.

 LetterRip


 On Sun, Apr 3, 2011 at 12:10 PM, Sergey Kurdakov sergey.fo...@gmail.com 
 wrote:
 Hi Alice

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[Bf-committers] GSoC 2011: Improving Retopology Tools

2011-04-03 Thread Sergey Kurdakov
Hi Tom

These are 'retopology tools' the flow of the underlying surface is
known and can be sampled.

so concerning quad rmeshing - your first objection

I don't think the quad dominant remeshing is likely to provide much
similar tools or code at all.


it is what ronih did not finish but intended to do - to sketch above
mesh then to quad dominant remesh it.
the approach he used - allows such features.

the same goes for dual contouring - it might work not on whole mesh but
will reconstruct surface on given border and given mesh.

  No inferences about the 3d location of the mesh needs to be made, also
 the first paper you linked was about constructing 3d from 2d from a
 single view.  The second paper was about infering 3d form from
 multiple orthographic drawings.  Neither of which are anything at all
 related to retopology tools.

the papers are long
they end up with filling the reconstructed 3D with triangles - and
there is need to have algo for that
in addition to quad dominant remeshing tetgen goes here. Besides it
gives additional angle to view the problem


 Also farstharys code in unlimited clay again has nothing to do with
 the current proposal, the methods that the faces are constructed will
 be an entirely different algorithm.

maybe farshary will reply ;)

Regards
Sergey
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[Bf-committers] GSoC 2011: Improving Retopology Tools

2011-04-03 Thread Sergey Kurdakov
Hi Tom

No, quad dominant remeshish is much more specialized and uses
algorithms wholly inappropriate for what this student is working on.

so rohith was intended to use pen to outline simplified area, after he
finished integration into blender,
and it is inappropriate - how do you know? because your first reaction
was it is wrong and you will 'press ahead'

the point here - to use algorithm - and it is already integrated with
Blender and can be further used ( or not ).

why to use? because the algorithm is much more powerfull and can
retopo quite difficult areas unlike script you promote.

of cause - the trade of - how difficult is to use, but your point that
it is inappriate is overstretched - the algo can be used to
remesh with given quality sketched mesh..


 Dual contouring is what nick bishop (not farsthary is working on, and
 again completely irrelevant to the task at hand.

the story is - the algo is donated to Blender foundation for use, and
Nick integrated the code.

and sorry, I would say that I never mentioned Farshary as a author or this code,
I mentioned him in relation to Unlimited Clay - ability to fill
surfaces, remesh them adaptivly etc.
his skills could be of some use in the regards

 The type of filling by these algorithms is totally inappropriate for
 the task at hand.

I'm sorry Tom, but the algo is used just for this purpose

browse at this page
http://tetgen.berlios.de/features.html

to

Refine surface meshes

Regards
Sergey
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[Bf-committers] GSoC 2011: Improving Retopology Tools

2011-04-03 Thread Sergey Kurdakov
Hi Tom.

I managed last years Google Summer of Code for blender, helped design
many of the students proposals (including helped rohith), etc.

so you kind of big boss?

 Rohiths code can only work on extremely simple meshes because the math
 library he needed for accelerating the process was not integrated yet

this is incorrect

he used library

http://openmesh.org/index.php?id=271#c2029
which is described in
http://www.graphics.rwth-aachen.de/uploads/media/spm08_01.pdf

the library is present in rohith patches ( and I compiled his code )
so it is integrated and has simple interface - somehow you missed it
big boss,
now as to 'usefulness' - it remeshes arbitrary mesh preserving
features - so what is needed in the case of retopology

 is totally inappropriate for the simple nature of the retopology tools
 that are for GSoC.

so to use ready code - is difficult. Or Tom - maybe you can allow a
bit of creativity? that will easily pay off.
maybe rohith did not finish intended feature because he tired of you?

just think for a while - maybe sometimes to be more flexible pays off.



 None of your suggested references provide algorithms for generating
 the mesh in an appropriate manner.  They are either drastically too
 complicated (involving things like taking derivatives of curvature and
 other fun math) or way to simple (doing scan fills that result in tris
 or quads that will give ugly topology).

I see that you are in charge - but

all mentioned approaches was like these: take arbitrary mesh and make it better.
it is developed with simple interface with mesh in - mesh out.

in case you can suggest any better algos - and I provided best in
class of retopo algos
you are welcome.

Regards
Sergey
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[Bf-committers] GSoC 2011: Improving Retopology Tools

2011-04-03 Thread Sergey Kurdakov
Hi Matt,

 Having extra funky automatic tools can be great too, but it's a
 different thing. You still also need tools with manual control, even
 if only just to clean up problems after an automatic topology
 generation algorithm. So these manual tools are probably not
 mathematically intense, but implementing them will require good UI and
 workflow design, and working with artists to make them useful and
 efficient.

the point is for use cases - if somehow user selects more that very simple area
then 'general' algos would be OK.

but if knowledgeable members know some approaches to handle relativly
different cases with
said script - and it will be useable - then OK.

the problem is that - though things look simple - they anyway require
quite powerful tools.

and of cause - it is up to applicant and SoC leader to select approach.
My series of mails were just give more outlook.

even if the talk was 'hot' it might be useful after all.

and no need to think that if I behave like 'young' I'm young - I have
more than 10 years of graphics programming experience and lead 15
people team, it is for this reason - I'm so informal - because I try
to give different outlook, and it is not I'm who will decide after
all.

Regards
Sergey


On Mon, Apr 4, 2011 at 2:36 AM, Matt Ebb m...@mke3.net wrote:
 On Mon, Apr 4, 2011 at 8:03 AM, Sergey Kurdakov sergey.fo...@gmail.com 
 wrote:
 all mentioned approaches was like these: take arbitrary mesh and make it 
 better.
 it is developed with simple interface with mesh in - mesh out.

 in case you can suggest any better algos - and I provided best in
 class of retopo algos

 Hi Sergey, i think there's a bit of confusion - the point for these
 tools is to have something manual and hands-on, so users can lay down
 polys exactly where they want them to be. Just like normal mesh
 modelling but as part of a retopo workflow.

 Having extra funky automatic tools can be great too, but it's a
 different thing. You still also need tools with manual control, even
 if only just to clean up problems after an automatic topology
 generation algorithm. So these manual tools are probably not
 mathematically intense, but implementing them will require good UI and
 workflow design, and working with artists to make them useful and
 efficient.

 So that's the purpose behind this wishlist item, to improve the manual
 editing tools for drawing/tweaking mesh topology manually on an
 existing reference surface, not to implement a fancy algorithm that
 guesses and generates geometry for you.

 Matt
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[Bf-committers] GSoC 2011: Improving Retopology Tools

2011-04-03 Thread Sergey Kurdakov
Hi Tom,

A common method for retopology is over sculpted meshes.  You might
want to retopologize creating only a small number of polys over an
area with thousands, tens of thousands or more polys  (Right now you
can do over 40 million polys in a single mutires mesh).  (with a poly
budget of 150 for a simple object -  40 million/150 is about 250,000
polys per quad of your retopo mesh)

somehow there should be decision - either your script could provide
that functionality or not
cleary it could not - it will create relatively small patches.

now Matt told that re topology will be to simplify some areas - not
all the case you mention.

in this case rohith approach will suffice and provide good result.

now big meshes - Nick applied a patch which effectively and quickly
makes remeshing over huge meshes.


 Wasn't claiming to :)

you was claiming that what I say is completely unappropriate and this
is cleary not a case.

we revealed a problem with rohith approach - only limited areas, but
due to Matt note and common sence it will suffice.
it could start from retopo of areas, then if good sparse matrix lib is
found ( and there are such libs ) it could be extended.

so the question is here - to select what is best on number of criteria.

obviously you script won't handle large areas to retopo and on small
meshes rohith approach has a hand - it preserves topology of mesh.

 While it is true that there might be some use in extending the retopo
 tools beyond the scope that was suggested for GSoC, the original
 inquiry was more narrow in nature.

the applicant must win an application so it should be interesting and
not trivial.

Regards
Sergey
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[Bf-committers] GSoC 2011: Improving Retopology Tools

2011-04-03 Thread Sergey Kurdakov
Hi Matt,

So students, if your proposal is mathematically or algorithmically
complicated that's great, but you shouldn't feel discourages if it's
not, as either can be challenging in their own way and can both make
acceptable GSOC projects.

there is nothing difficult to implement - there is already working code.
the implementation will just interface with ready parts.

Might be best to move the
discussion to private mail, and let the bf-committers thread go back
on topic.

maybe

but one question - let us select a huge part of mesh 'cut' it and feed
to algo you implemented
will it handle it?

I think so, maybe a 'hole' will be filled - but again - Blender has a
code to bring two meshes together ( more there are hints what to bring
together ).

the same goes for rohith approach - but here is even better - the cut
area will be prevented, so to merge simplified mesh will be even
easier

in final there is what is pen is about. To outline area and to simplify it.

And it is all within reach of SoC application.

and of cause - there is no intentional heat other than - it would be
better within give range of possibilities to have better outcomes.

And if it discourages students - is a question. Really. They are not
made of paper.

Regards
Sergey
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[Bf-committers] GSoC 2011: Improving Retopology Tools

2011-04-03 Thread Sergey Kurdakov
Hi Matt,

I apologize,

the last part of my previous  message was a reply to personal message by Nick,
it is very late here - so mistakes

but nonetheless

few hints

http://blenderartists.org/forum/showthread.php?213772-One-intresting-bug-in-current-game-engine-hope-somehow-it-gets-resolved

Bart Crouch bridge script to stitch meshes ( it might be needed in
code used by Nick and not so with rohith approach - as the one will
preserve the out vertices and they could still be merged relatively
easily)

Blender is capable to cut on vertexes ( cut tools ) ,and also merge
meshes ( hints to make merging better in this special situation  is
possible but not necessary )

so

cutting on vertices - the simplified submesh - submit it to mentioned
( ready ) code and then bring it back  - is possible.

There could be problems - but it is SoC is all about - to solve problems.
the result will be really what artists want from pencil tool.

Regards
Sergey
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[Bf-committers] Revised GSoC proposal: Realtime motion capture input and motion recording

2011-04-02 Thread Sergey Kurdakov
Hi Shuvro,

 This will work for any device that can capture motion data in a standard
 format.
 In order to demonstrate it's activity I proposed to interface the module
 with Kinect, which is just as a part of the whole project.


just to make few points clear for the person who asked you and  those
who just read list and are not motion capture experts
and for myself ;)


there are many standards to describe motion capture data see
http://en.wikipedia.org/wiki/List_of_motion_and_gesture_file_formats,

and nite motion data from kinect  is a variant of processed motion
capture  data  - it is what is used in Kinect related software,
but it has hardly anything to do with any of mentioned standards ( so
to turn it into bhv format requires additional processing step but in
the end kinect data cant  be turned to standard bvh file, as we know
from several ready examples) .

so nite joints and skeleton  could  to a degree be portable with other
software - as at the end it is all about joints and skeletons , but
not necessary it will happen automatically (skeleton can be coded in
number of ways - which I oberved in several free bhv  viewers - there
are few on the net and each uses their own approach to represent
skeleton ), thus if the code is done with the idea in mind that it
could be portable - it is great.

as really - if one captures joints and skeleton - it is what any
motion capture software should output in the end
and thus to degree could be compatible with software you are about to develop.

to test how it goes in sense of portability,
I already mentioned one  project

http://code.google.com/p/openmocap/

see description of whole idea behind the project (in Portuguese) ( yes
I do not know Portuguese, no I expect many on a list do,
but I managed to read the doc with the help of google translate as the
text is selectable and actually understood it...)

http://www.bibliotecadigital.ufmg.br/dspace/bitstream/1843/SLSS-7WMJG9/1/davidlunardiflam.pdf

( brief description in english is here
http://www.sbgames.org/papers/sbgames09/computing/full/cp20_09.pdf ,
and one more doc can be useful too
http://www.riyazassrafally.com/personal/cd/dissertation.pdf )

so if at some step you could try how the software could be combined (
in a hackish way ( not ready for artist use, but as proof of concept )
that should not be too hard ) that will be great.

Regards
Sergey




 hi shurvo

 will your system work with any camera type or is it just for kinek, as it
 is a patent for MS, even though the some of the code is released?


 This will work for any device that can capture motion data in a standard
 format.
 In order to demonstrate it's activity I proposed to interface the module
 with Kinect, which is just as a part of the whole project.

 Thanks.

 Shuvro
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[Bf-committers] GSOC 2011 Proposal - Improving Motion Capture Import Workflow

2011-04-02 Thread Sergey Kurdakov
Hi Benjy,

 Hello everyone,I have uploaded my GSOC proposal to my user page on the 
 blender wiki.http://wiki.blender.org/index.php/User:BenjycookI have

the link somehow got broken it is
http://wiki.blender.org/index.php/User:Benjycook ( the following 'I'
stuck to link )

Regards
Sergey



On Sat, Apr 2, 2011 at 9:46 PM, Benjy Cook benjyc...@hotmail.com wrote:

 Hello everyone,I have uploaded my GSOC proposal to my user page on the 
 blender wiki.http://wiki.blender.org/index.php/User:BenjycookI have yet to 
 send it to Google, as I hope the participants of this list can provide me 
 with some valuable advice before finally sending it.I appreciate any and all 
 input, good or bad.
 Thank you for your time,Benjy Cook
 P.S. There is a link to a pdf version on the top of the page, if that is 
 preferred.
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[Bf-committers] GSoC proposal

2011-03-28 Thread Sergey Kurdakov
Hi Yousef

it be better to go for an anonymous device type for capturing rather than
kinect.

you might  consider to look and try

http://code.google.com/p/openmocap
http://www.motioncapturedata.com/2009/06/cheap-motion-capture-with-free-software.html

it might be a good addition to Blender too if it works well

and maybe this path will be selected as GSoC

Regards
Sergey
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[Bf-committers] Towards RC - blenderplayer problem

2011-03-28 Thread Sergey Kurdakov
Hi Brecht,

I tracked my problem to inverted normals ( so everything ok now - though
again - should it work the same in preview and game itself?)
 sometimes adding subdivision modifier affects apperance of meshes - they
disappera )

but here is a crash report :

\source\blender\editors\space_view3d\view3d_buttons.c

if(block) {// buttons
uiBut *but;

memcpy(tfp-ve_median, median, sizeof(tfp-ve_median));

tfp is not init.

how to get it;

new sceen - cube - edit mode try to right click several times on + sign in
apper right corner ( a sign which opens panel ) - crash.

Regars
Sergey
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[Bf-committers] Towards RC - blenderplayer problem

2011-03-28 Thread Sergey Kurdakov
Hi all,

 but here is a crash report :

 \source\blender\editors\space_

 view3d\view3d_buttons.c

 if(block) {    // buttons
         uiBut *but;

         memcpy(tfp-ve_median, median, sizeof(tfp-ve_median));

 tfp is not init.



crash issue closed as of 35845

thanks

Regards
Sergey
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[Bf-committers] GSoC proposal

2011-03-27 Thread Sergey Kurdakov
Hi Shuvro,

I have one thought to share on subject of motion capture

 that while there are a lot of samples now when  kinect allows to get motion
capture data
ex http://www.brekel.com/
- one kinect is very hard to make to produce good animation data.

so, while there are quite a bit examples to use Kinect to make motion
capture - it exibits weakness here and there - captures mostly standing
persons, feet sleeps, etc.

There is another approach though.
To use two kinects.

You might look at Oliver Kreylos

http://idav.ucdavis.edu/~okreylos/ResDev/Kinect/ page and also
http://www.cs.ubc.ca/labs/imager/tr/2009/eltopo/eltopo.html software - then,
I expect, it is possible to reconstruct skeleton at each time frame.


To estimate mesh from Oliver Kreylos  data you might use recently
implemented double contouring  algorithm
see http://vimeo.com/21096739 ( diff here http://www.pasteall.org/20117/diff
 )


this way - it would be possible to capture professional quality motion
capture data and not something with sleeping feet.

as a side note you may look at paper
http://openmesh.org/uploads/media/Hornung_TR10.pdf
while not directly related - it might be of some help in implementing above
mentioned approach.


Regards
Sergey

On Sun, Mar 27, 2011 at 11:01 AM, shuvro sarker shuvr...@gmail.com wrote:

 This is the link of my GSoC proposal. There are two links in the following
 page -

 http://wiki.blender.org/index.php/User:Shuvro

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[Bf-committers] GSoC proposal

2011-03-27 Thread Sergey Kurdakov
Hi Shuvro,

I believe, that there are could actually many directions in implementing
what I mentioned in previous message.

1)st auto calibrate kinect(s) see available software
http://graphics.cs.msu.ru/en/science/research/calibration/cpp
2)a reconstruct scene from kinect using  http://vimeo.com/21096739 ( diff
here http://www.pasteall.org/20117/diff )
using either Kreilos approach or maybe
http://www.ros.org/wiki/openni/Contests/ROS%203D/RGBD-6D-SLAM approach
http://graphics.cs.msu.ru/en/science/research/calibration/cpp2) b fit
generic figures to captured data ( generic figures could be taken from
MakeHuman, I think )
3) estimate motion. see additionally link
http://www.ros.org/wiki/openni/Contests/ROS%203D/Skeleton%20Tracker%20Teleoperation%20Package%20for%20Mobile%20Robot

http://www.ros.org/wiki/openni/Contests/ROS%203D/Skeleton%20Tracker%20Teleoperation%20Package%20for%20Mobile%20Robotso
pretty much to do.

but unlike your proposal - it does not rely on patented pending approach
implemented in Nite based code (Extraction of skeletons from 3D maps United
States Patent Application 20110052006 ) and potentially provides much more
reliable
motion data capture.

as for Blender and Nite you may see here
http://www.youtube.com/watch?v=UxIcwuo5Rts it is already tested with
http://www.brekel.com/  tool - which is basically a wrapper around Nite.

I just add some info to think on if the way you describe is really worth
pursuite

Regards
Sergey
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[Bf-committers] GSoC proposal

2011-03-27 Thread Sergey Kurdakov
Hi Shuvro

see also
http://nicolas.burrus.name/index.php/Research/KinectRgbDemoV5?from=Research.KinectRgbDemoV4

Regards
Sergey
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[Bf-committers] Blender developer IRC minutes, 27 March 2011

2011-03-27 Thread Sergey Kurdakov
Hi all,

concerning RC

there is currently a problem ( which I investigate ) - that blenderplayer
and blender do show different results.

So far I found one place -
source\gameengine\BlenderRoutines\BL_KetsjiEmbedStart.cpp

 ketsjiengine-SetDrawType(v3d-drawtype);
 ketsjiengine-SetCameraZoom(camzoom);

drawtype of v3d  is not set to blenderplayer and this results in different
output.

but there are more differences (BlenderPlayer doesn't show parts (maybe due
to they  are marked with 'transparency' check box ) while
blender game mode do show.

So I investigate this and  would report  as soon as I know.

But the question is - is this a problem to be resolved or is it OK that
blenderplayer and blender in game mode show different results?

I can provide example models ( after I consult with designers ) to show
problems in case of any interest to resolve this.

Regards
Sergey
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[Bf-committers] Towards RC - blenderplayer problem

2011-03-27 Thread Sergey Kurdakov
Hi all,

I understand it is better to submit a bug report, but as

 RC nears here is description of the problem, I think - which should not be
in release

Model in Blender (game mode ) and Blenderplayer are shown differently.

Maybe model is 'strange' with strange modifiers, still it might shed light
on possible problems in other cases.

so here is a model

http://www.sim-ai.org/S01a.blend

So far I found one place of difference

source\gameengine\BlenderRoutines\BL_KetsjiEmbedStart.cpp

 ketsjiengine-SetDrawType(v3d-drawtype);
 ketsjiengine-SetCameraZoom(camzoom);

drawtype of v3d  is not set to blenderplayer and this results in different
render output,
but there are more problems.

I look for more - but now you can trace the problem too

Regards
Sergey
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[Bf-committers] Towards RC - blenderplayer problem

2011-03-27 Thread Sergey Kurdakov
Hi Brecht.

Unless it's a really serious bug that e.g. causes data loss,

OK

I will report later found bugs and their causes, when I track them
 (transparent figure in gameplayer and not in Blender Game mode ) in bug
tracker.
somehow it is not visible ( though I'm almost half a year looking at Blender
code ).
But search will return me where to report bugs, thanks for pointer.

Regards
Sergey

On Sun, Mar 27, 2011 at 10:15 PM, Brecht Van Lommel 
brechtvanlom...@pandora.be wrote:

 Hi Sergey,

 The game player will always draw in texture draw mode, that's
 intentional, the other draw modes are intended for testing while
 working on the game. There is also no 3d view editor in the game
 player.

 Unless it's a really serious bug that e.g. causes data loss, this kind
 of thing can just be reported in the bug tracker, it's easier to keep
 track of it and assign to the right developer that way.

 Thanks,
 Brecht.


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[Bf-committers] Blenderplayer memory issue.

2011-03-25 Thread Sergey Kurdakov
Hi devs.


Blenderplayer reports memory corruption while exiting here:

GHOST_EventManager::~GHOST_EventManager()
{
disposeEvents();

TConsumerVector::iterator iter= m_consumers.begin();
while (iter != m_consumers.end())
{
GHOST_IEventConsumer* consumer = *iter;
delete consumer;
m_consumers.erase(iter);
iter = m_consumers.begin();
}
}

on delete consumer;
line

I think, that running Valgrind on linux could reveal the source of the problem,
I'm on windows and not equipped with memory profilers.

I did not try to track the reason.
But seems with Valgrind this should be easy.

So if someone has a minute to look at this minor issue, that will be great.

Regards
Sergey
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[Bf-committers] Participating GSoC and the 'straighten' tool

2011-03-23 Thread Sergey Kurdakov
Hi LetterRip,

thanks for clarifications,

I would give a link now to talk at blendernation

http://blenderartists.org/forum/showthread.php?212444-GSoC-UV-ideas
designers already noted lack of my knowledge of new UV tools ;)

but
already few things surfaced

-cut seams etc in the UV window.
-operate on multiple object UVs simultaneously. This one is definitely a
must.


at least  a list of what should be done - grows, so that shuvro might have a
good piece of work.

Regards
Sergey



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[Bf-committers] Participating GSoC and the 'straighten' tool

2011-03-22 Thread Sergey Kurdakov
Hi,

sorry for quite little feedback,

but there is tool http://www.pullin-shapes.co.uk/page8.htm based on Blender
code,
somehow I seen response that it is easier to use than Blender UV tools ( I'm
not designer - so while I might know
something for Blender code, but not UV, so cannot provide details ).

Still - having both RpadKill and it's code and also Blender - you might
extract useful features for your application...

Regards
Sergey



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[Bf-committers] Participating GSoC and the 'straighten' tool

2011-03-22 Thread Sergey Kurdakov
Hi,

few more ideas

see thread
http://blenderartists.org/forum/showthread.php?197804-Constraint-Based-UV-Unwrapping-possible-in-Blender

you might request UV features at
http://blenderartists.org/forum/http://blenderartists.org/forum/showthread.php?197804-Constraint-Based-UV-Unwrapping-possible-in-Blender
and
you will great response.

also you might take a look at
http://www.uvmapper.com/
http://www.uvlayout.com/


Regards
Sergey



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[Bf-committers] Participating GSoC and the 'straighten' tool

2011-03-22 Thread Sergey Kurdakov
Hi Tom,

Roadkill is a plugin for Maya,

not only - but also stand alone tool, so it is easy to debug.

From the manual it doesn't appear to have any other additional features.

actually it is pretty easy to find what was different

http://geheim.blender.org/forum/viewtopic.php?t=11088sid=1d1f8b22ca620c71602bee76970152d6

In Blender Artists Forum we agreed that most welcomed features for UV work
in Blender that Roadkill may offer are:

- stretch visualisation: this was once in tuhopuu, the code can be ported to
the current version;
- auto unwrap when changing seams;
- edge/loop selection and seam editing in the UV editor: may be added once
bmesh is there;
- intelligent stitching (big UV peaces do not move, smaller are connected);
- possibility to see (output) UV maps of more objects not jstu one in UV
editor without joining them into one mesh.

there were other features mentioned along with mentioning RoadKill and
Blender ( on the net )

And that is what I can't find in Blender so far to help me do this:

- Highlighting in the uv editor islands that share borders with the current
selection
- Non-uniform scale in the uv editor
- Weld selected vertices if the distance between them lies within a certain
threshold
- For pack charts be able to choose an island margin as well



Regards
Sergey
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[Bf-committers] Particle surfacing question

2011-03-10 Thread Sergey Kurdakov
Hi Raul,

I did not test speed but few polygonizers ( mesh from point clouds )

http://tetgen.berlios.de/features.html tetgen
http://www.cs.jhu.edu/~misha/Code/PoissonRecon/ - code (osg Based ) and
paper

http://www.cgal.org/Manual/latest/doc_html/cgal_manual/Surface_reconstruction_points_3/Chapter_main.html
 (
http://www.cgal.org/Manual/latest/doc_html/cgal_manual/Point_set_processing_3/Chapter_main.html#Section_56.7
http://www.cgal.org/Manual/latest/doc_html/cgal_manual/packages.html#Pkg:Triangulation3
http://www.cgal.org/Manual/latest/doc_html/cgal_manual/packages.html#Pkg:Triangulation3
http://www.cgal.org/Manual/3.3/doc_html/cgal_manual/Surface_mesher/Chapter_main.html
 )


papers

http://www.geometry.caltech.edu/pubs/MDDCA10.pdf
http://www.cs.jhu.edu/~bolitho/Research/PoissonSurfaceReconstruction/PoissonRecon.pdf
the
parallel variant http://www.cs.jhu.edu/~misha/MyPapers/ISVC09.pdf
http://www.cs.jhu.edu/~misha/Fall05/Papers/ohtake03B.pdf
http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.25.2726rep=rep1type=pdf


additionaly

• *GTSLibrary –* The GNU Triangulated Surface Library.
http://gts.sourceforge.net/index.html

• *VTK:* http://www.vtk.org/.

• *Volume and Surface Meshing –*
http://www.cse.ohio-state.edu/~tamaldey/mesh.htm.

• *Poly2Tri:* An open source CDT library http://code.google.com/p/poly2tri/.

• *Jonathan Shewchuk* - http://www.cs.berkeley.edu/~jrs/
http://www.cs.cmu.edu/~quake/robust.html

Regards

Sergey
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[Bf-committers] CMake question - adding a library in Blender CMakeLists.txt

2011-02-09 Thread Sergey Kurdakov
Hi developers,

while of cause it is possible to become master of general CMake,
still existing CMakeLists.txt s are done specifically for building Blender.

Now my  task:
I'd like to link Blender with external lib ( I do it on windows
(win64) if it is important).


I see  an example for jpeg library:

set(JPEG_LIBRARIES libjpeg)

if I comment the line - jpeg won't appear, OK
but if I rename a line
to
set(JJPEG_LIBRARIES libjpeg)

I again won't get a library in project.

still there are no any JPEG_LIBRARIES being used anywhere in other txt files.

so question is - how lib is actually added after being set a value?

if to extend question to libpaths then - where LIBPATH s are added such as

set(ZLIB_LIBPATH ${ZLIB}/lib)

as there is the same problem - while nowhere else ZLIB_LIBPATH is
mentioned - but it works,

now  making
set(ZZLIB_LIBPATH ${ZLIB}/lib)

would make nothing.

so where these definitions are enacted, so that
libraries and library paths are added?

as
link_directories CMake directive is  not used
and these libraries seems are not added to
BLENDER_SORTED_LIBS
which go to

target_link_libraries(blender ${BLENDER_SORTED_LIBS} )

?



Regards
Sergey
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[Bf-committers] CMake question - adding a library in Blender CMakeLists.txt

2011-02-09 Thread Sergey Kurdakov
Hi,

 Now my  task:
 I'd like to link Blender with external lib ( I do it on windows
 (win64) if it is important).


OK got it - it is in

macros.cmake

Regards
Sergey
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[Bf-committers] GPL v2/v3 problem.

2011-02-06 Thread Sergey Kurdakov
Hi,

Eugen:
http://eigen.tuxfamily.org/index.php?title=Main_Page#License

http://eigen.tuxfamily.org/index.php?title=Main_Page#Licenseis OK for GPL2

Regards
Sergey
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[Bf-committers] SOC ideas

2011-02-06 Thread Sergey Kurdakov
Hi All,

I noticed that many previous SOC ideas were great and brought a lot to Blender,

it could be a little bit selfish, but still, I would like to share
few ideas for possible SOC applications.

idea 1.

triangle mesh -  quads - nurbs workflow

see docs and code

http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.8.6839rep=rep1type=pdf
http://www.netlib.no/netlib/a/pcp2nurb.tar.gz
http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.23.1240rep=rep1type=pdf

( see more links here http://www.blender.org/forum/viewtopic.php?t=18026 )

adaptive quads are already here in
https://svn.blender.org/svnroot/bf-blender/branches/soc-2010-rohith291991
based on proposal
http://wiki.blender.org/index.php/User:Rohith291991/Gsoc2010/Proposal
so workflow at least partially implemented (  to some degree subsurfs
also  already exists ). So all this  might be enhanced in Blender to
make direct workflow   mesh-nurbs-mesh possible.

and that is great as nurbs could allow drilling and other fancy features ...

idea 2

while kinect is a new toy - it can greatly enhance motion capture experience.

available opensource drivers allow capture of rough skeleton
https://github.com/OpenNI/OpenNI/tree/master/Samples/NiUserTracker
(see demo at youtube http://www.youtube.com/watch?v=vI7iLmLDdoA ), but
does not allow detailed motion capture,

now what comes to mind in respect to Blender?

There is an approach to fit mesh to video (other works are inside pdf ):

http://openmesh.org/uploads/media/Hornung_TR10.pdf

there is already makehuman with tools to generate desired skeletons
and also makehuman rig ( and autorig too ),
so coupling ready skeleton with fitting depth info to skeleton mesh -
it is possible to accurately capture human pose with kinect.

this approach, possibly, might make development of human motions with
Blender to be exeptionally popular. So definetely should be tried - as
almost all components are here for such a great task.

Regards
Sergey
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[Bf-committers] Scons can't define strings with spaces

2011-01-26 Thread Sergey Kurdakov
Hi  Lars,

 env['RCFLAGS'].append(-DTEST=\a space\)
 env['RCFLAGS'].append(-DTEST=\nospace\)

 Gives:

 windres -DTEST=a space -DTEST=nospace

among scons docs there is a phrase:


string surrounded by double quotation marks is interpreted as a single
argument, regardless of white space contained within

so
 env['RCFLAGS'].append(-DTEST=\a space\)

might be what you are looking for ( not tested though )

Regards
Sergey
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[Bf-committers] Scons can't define strings with spaces

2011-01-26 Thread Sergey Kurdakov
Hi Tom,

and escape sequence with

\oooCharacter with octal value ooo  
\xhhCharacter with hex value hh 

where space is
Octal 40or  Hex 20

does not help too?

Regards
Sergey
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[Bf-committers] Scons can't define strings with spaces

2011-01-26 Thread Sergey Kurdakov
Hi Tom

then, though it looks not nice - but instead of space to use a special
( maybe unicode ) character, then replace this character with space as
a last step of appending vars to env['RCFLAGS']?

Regards
Sergey
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[Bf-committers] quick question about Python scripting and the Game Engine

2011-01-25 Thread Sergey Kurdakov
Hi Karl,

it looks like
you should  use  alternatives - such as
http://blenderartists.org/forum/showthread.php?t=205808page=1

see also read answers
http://stackoverflow.com/questions/3244431/how-to-create-logic-bricks-programmatically-in-blender
http://stackoverflow.com/questions/3244431/how-to-create-logic-bricks-programmatically-in-blender
and http://blenderartists.org/forum/showthread.php?t=187255page=1

http://blenderartists.org/forum/showthread.php?t=187255page=1the whole
point is that it is better to develop your own logic bricks in python or
create empty bricks and then change them accordingly, and if you want it
completely independent from logic blocks see first link

Regards
Sergey
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[Bf-committers] GSOC 2011 is announced

2011-01-25 Thread Sergey Kurdakov
Hi all,

Google has just announced GSoC2011.

http://google-opensource.blogspot.com/2011/01/google-summer-of-code-announced-at-lca.html

The timeline is here:
http://www.google-melange.com/document/show/gsoc_program/google/gsoc2011/timeline

Regards
Sergey
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[Bf-committers] Removing auto registration

2011-01-22 Thread Sergey Kurdakov
Hi,

I'm sorry, as actually I would need to dig into details to understand all
the subtleties,
but few sparse thoughts

order:
is it possible to have a two step registration? such that first - there  map
is created ( or graph
http://www.boost.org/doc/libs/1_45_0/libs/graph/doc/index.html )  like it is
done in boost.python (starting files  to look at
are \boost\python\converter\registry.hpp
| boost\python\converter\registrations.hpp  )  of types ,
where all requested types are registered upon class creation and then
then the whole system is glued together ( registered ) looking for
unavailable parts and the next step?

will it solve
 Matt Ebb and Nathan Vegdahl have complained about auto-registration
in its current state fir renderman support which does dynamic
generated classes from shaders, and rigify for rig types.

if yes. then why two step registration is not an option ( or will it add too
much complexity)?

Regards
Sergey
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[Bf-committers] bd_dna problem

2011-01-18 Thread Sergey Kurdakov
Hi,

just to let to know

I did not update code for a while and today
fresh svn gives the following output

1-- Build started: Project: bf_dna, Configuration: Debug Win32 --
1  Generating dna.c
1  Running makesdna at debug level 0
1   Program version: $Id: makesdna.c 33448 2010-12-03 17:05:21Z
campbellbarton $
1CUSTOMBUILD : error : still 1 structs unknown
1  *** Unknown structs :
1PreviewImage

on both 32 bit and 64 bit under windows.

Regards
Sergey
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[Bf-committers] Decimation / Surface Simplifier...

2011-01-11 Thread Sergey Kurdakov
Hi Pete,

cannot resist, but if there are several algorithms, then
simplification can and should be combined with
quad remeshing - as it is in the same domain
see
https://svn.blender.org/svnroot/bf-blender/branches/soc-2010-rohith291991/
- the author promised add something more (he estimated two weeks more
time to be spent), but did not, but still code should be fairly
usable, then take a look at paper

http://openflipper.org/uploads/media/bommes_zimmer_2009_siggraph_01.pdf
and also code used to perform things
http://openflipper.org/index.php?id=271#c2029

in case you can pick this together with Jaevixa's simplifier that will be great.

as for OpenCL - seems both Nvidia
http://developer.nvidia.com/object/cuda_3_2_downloads.html and AMD (
announced but never seen ) moves in a direction so you can use plain C
at GPU.

Overall - rule of thumbs - features first, optimization next.
While asm/OpenCL might be beneficial - that can be added when the
whole concept is tested and integrated into designers workflow.

Regards
Sergey
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[Bf-committers] Decimation / Surface Simplifier...

2011-01-11 Thread Sergey Kurdakov
Hi Pete,

for multiplatform asm also consider http://x264dev.multimedia.cx/archives/191 ,
together with yasm it makes multiplatform asm programming to be feasible.

Regards
Sergey
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[Bf-committers] Decimation / Surface Simplifier...

2011-01-10 Thread Sergey Kurdakov
Hi

If asm is not 'build in' c code or can be modularized into separate files
then maybe http://www.tortall.net/projects/yasm/ can be used - it is
fairly portable across platforms.

it is still should be decided if asm at all  is acceptable, but at
least - this way - it will be one code for all platforms.

Regards
Sergey
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[Bf-committers] Fwd: Copyright violation distributing faac binaries together with GPL software

2011-01-06 Thread Sergey Kurdakov
Hi Ton,


I checked ffmpeg code (0.6.1 - it should be there for some time though since
version 0.5 I think)- if it is possible to link against ffmpeg 6.1 why not
to use it?) and it contains native ( for ffmpeg)  aac encoder  it is there
as a replacement for libfaac. It is of lower quality thought.

as an alternative VP8/WebM+ Vorbis is preferred now - it is of comparable
quality ( video ) and good sound quality. But then again - ffmpeg contains
acc encoder even without libfaac, just not of high quality

Regards
Sergey
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[Bf-committers] Projection matrix export to Python

2010-12-29 Thread Sergey Kurdakov
Hi migius

 It could be very useful for technical renderings (engineering,
architecture).

I need to find where to apply projection in renderer.
If I do, I will send patch, otherwise - it is just idea so far

Regards
Sergey

Hi Sergey,
 great idea! thank you for sharing.
 I was missing this functionality in Blender. It could be very useful for
 technical renderings (engineering, architecture).
 I would appreciate if you do this patch.
 thanks,
 migius
 --

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[Bf-committers] Projection matrix export to Python

2010-12-28 Thread Sergey Kurdakov
Hi,

recently, while investigating possibility to solve one of our internal
rendering problem I got a look at

dimetric and trimetric projections ( see set of links )
http://www.significant-bits.com/a-laymans-guide-to-projection-in-videogames
http://www.gamedev.net/reference/articles/article1269.asphttp://www.gamedev.net/reference/articles/article1269.asp#NEN2536
http://www.compuphase.com/axometr.htm
http://www.ul.ie/~rynnet/keanea/dimetric.htm

I did not find a way to change projection matrix from python, and because
I'm relatively new to code, I just changed added to wmOrtho   my custom
function ( which was used in place of wmOrtho in couple of places) like

void wmOrthoCustom(float x1, float x2, float y1, float y2, float n, float
f,float scalex,float scaley,float scalez)
{

float l=x1/*x1*/, r=x2, b=y1, t=y2/*y1*/ , f_=f/*f*/ , n_=n/*n*/; //n - ear
f - far r - right

glMatrixMode(GL_PROJECTION);
glLoadIdentity();


orig_projmat[0]=scalex*(2./(r-l)); orig_projmat[4]=0; orig_projmat[8] =0;
orig_projmat[12]=-(r+l)/(r-l);
orig_projmat[1]=0; orig_projmat[5]=scaley*2/(t-b); orig_projmat[9] =0;
orig_projmat[13]=-(t+b)/(t-b);
orig_projmat[2]=0; orig_projmat[6]=0; orig_projmat[10]=scalez*(-2/(f-n));
orig_projmat[14]=-(f+n)/(f-n);
orig_projmat[3]=0; orig_projmat[7]=0; orig_projmat[11]=0;
orig_projmat[15]=1;

glLoadMatrixf(orig_projmat);

glMatrixMode(GL_MODELVIEW);
}



where scales vars I added as members of Camera and exported to python, which
allowed me to change relations between axes in object view window.

Now - if Projection matrix could be exported python ( and also used in
rendering pipeline, not only preview ), this might be a good feature  at
least at blendernation someone got interested while I was asking question.

It is not just very difficult - just instead of glOrtho or glPerspective to
use glLoadMatrix ( and respective function in render pipeline), but adds
some flexibility.

Now I do not need a feature, so have less motivation to make a complete a
patch, but still decided to share idea.

Regards
Sergey
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[Bf-committers] Introducing Multi-touch Blender3D

2010-12-03 Thread Sergey Kurdakov
Hi

you might be intrested to take a look at

http://forge.lifl.fr/PIRVI/wiki/MTUtils/blenderTUIO


Regards
Sergey
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[Bf-committers] Node-able render pipeline

2010-12-01 Thread Sergey Kurdakov
Hello,

Basically allowing a user to do what people can do with programmable GPUs
now, but with a node driven interface.

just as a matter of proposing ideas to consider  few shots

take a look at
OpenSG structure desc:
http://www.opensg.org/wiki/OpenSG2Vision ( shader composition stuff ) ( code
is in trunk )

and then
OpenSceneGraph ( trunk )
see discussions

http://forum.openscenegraph.org/viewtopic.php?t=5441
http://forum.openscenegraph.org/viewtopic.php?t=6072start=0
http://www.opensg.org/wiki/OpenSG2Vision
http://forum.openscenegraph.org/viewtopic.php?t=5441start=15

( you might search for more entries from Roland, PCJohn etc )

http://forum.openscenegraph.org/viewtopic.php?t=5441start=15so it is work
in progress, but offers composition of shaders from nodes.

hope the ideas from that code could be of some help for what you are looking
for.

Regards
Sergey
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[Bf-committers] Bmesh question

2010-10-25 Thread Sergey Kurdakov
Hi Farshary,

cannot say for internals of BMesh  itself
for collision people try to bring BMesh and https://code.google.com/p/carve/

see http://www.mail-archive.com/bf-committers@blender.org/msg01356.htmlwhich
uses octree for it's purposes to determine local mesh ( returns nodes
with pointers to mesh stuctures ).

also see  http://code.google.com/p/opencamlib/ which uses adaptive octree
for mesh representation

so looks like   BMesh is capable to have nodeable mesh - but you would need
to use additional data structures.

Regards
Sergey
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[Bf-committers] Unlimited Clay report and question

2010-10-22 Thread Sergey Kurdakov
Hi Farsthary,

I put latest code from his branch at my site

http://www.sim-ai.org/ptex_nicholas.7z ( it is compressed with free 7z )

in case of problems, I think, it is possible to mail things to you by parts.

btw do you use Vidalia https://www.torproject.org/projects/vidalia ( for
windows installer is
https://www.torproject.org/dist/vidalia/vidalia-0.2.10.msi )?

also for blocked sites try sending message to s...@webtomail.co.cc with
desired url, at least you would have partial access.

hope that it somehow gets resolved in time.

Best regards
Sergey
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[Bf-committers] Unlimited Clay report and question

2010-10-22 Thread Sergey Kurdakov
Hi Farshary,

I sent attachment to your mail, in case it did not come, just contact me.

Regards
Sergey
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[Bf-committers] Unlimited Clay report and question

2010-10-21 Thread Sergey Kurdakov
Hi Farsthary,

nice to hear on progress,

as for
 Number 2 is currently the showstopper, I will really need the help of the
designers of the PBVH data structure  any advice/help?

not being developer of blender code, I could notice that
pbvh_update() was most frequently touched by Nicolas Bishop in his code (
and he was recently active in his soc truck tree ).

also http://wiki.blender.org/index.php/Dev:2.5/Source/Modeling/PBVH here he
mentions himself the one, whom to adress to in case of
questions nicholasbishop(AT)gmail.com

so looks like he is right person to ask questions.

Regards
Sergey
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[Bf-committers] About programming Blender device control interface

2010-09-23 Thread Sergey Kurdakov
Hi Anthony,

on creating a new interface that can
translate the real-life actions into 3D coordinates.

You could  be interested in this project -
http://forge.lifl.fr/PIRVI/wiki/MTUtils/blenderTUIO it adds 3D input from
screen, the code is on the site - so you might look at what they changed.

Regards
Sergey
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[Bf-committers] Build problem for X64

2010-09-22 Thread Sergey Kurdakov
Hi Damir

just a guess,
quite a time ago I had a problem that 32 bit libs were used in place of 64
bit libs, so maybe to look to this side

Regards
Sergey
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[Bf-committers] BLF_draw_default not working

2010-09-10 Thread Sergey Kurdakov
Hi Andrew,

Here is the result http://www.youtube.com/watch?v=cgRCqUIjnXc

which screencaster do you use?

BTW the feature was requested
http://www.blender.org/forum/viewtopic.php?t=18053 ,
I suppose that glReadPixels ( and renaming RGB colors in code ) in the same
place you render a triangle for cursor then sending it to ffmpeg - will
make
an internal screencaster. Faster reading will  be achieved by the use of
OpenGL PBO like in nvidia example
http://developer.download.nvidia.com/SDK/9.5/Samples/DEMOS/OpenGL/TexturePerformancePBO.zip
from http://developer.download.nvidia.com/SDK/9.5/Samples/samples.html

http://developer.download.nvidia.com/SDK/9.5/Samples/samples.htmlso in
case you figure out this all - then it might be a great patch.

The correct structure will then be applied by core team.

Best regards
Sergey



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Re: [Bf-committers] BLF_draw_default not working

2010-09-10 Thread Sergey Kurdakov
Hi Andrew,

got it  Alt+f3
is a way to make screencast from Blender.
sorry for my question then

but still - nice video from you.

Regards
Sergey

On Fri, Sep 10, 2010 at 4:47 PM, Sergey Kurdakov sergey.fo...@gmail.comwrote:

 Hi Andrew,

 Here is the result http://www.youtube.com/watch?v=cgRCqUIjnXc

 which screencaster do you use?

 BTW the feature was requested
 http://www.blender.org/forum/viewtopic.php?t=18053 ,
 I suppose that glReadPixels ( and renaming RGB colors in code ) in the same
 place you render a triangle for cursor then sending it to ffmpeg - will
 make
 an internal screencaster. Faster reading will  be achieved by the use of
 OpenGL PBO like in nvidia example

 http://developer.download.nvidia.com/SDK/9.5/Samples/DEMOS/OpenGL/TexturePerformancePBO.zip
 from http://developer.download.nvidia.com/SDK/9.5/Samples/samples.html

 http://developer.download.nvidia.com/SDK/9.5/Samples/samples.htmlso in
 case you figure out this all - then it might be a great patch.

 The correct structure will then be applied by core team.

 Best regards
 Sergey




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[Bf-committers] BLF_draw_default not working

2010-09-10 Thread Sergey Kurdakov
Hi Andrew,

and the last news is that there is a script to activate what you deed in
code ( except for mouse )

http://blenderartists.org/forum/showthread.php?t=181703

http://blenderartists.org/forum/showthread.php?t=181703Best regards
Sergey


On Fri, Sep 10, 2010 at 5:04 PM, Sergey Kurdakov sergey.fo...@gmail.comwrote:

 Hi Andrew,

 got it  Alt+f3
 is a way to make screencast from Blender.
 sorry for my question then

 but still - nice video from you.

 Regards
 Sergey



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[Bf-committers] a question on possible future nurbs-bmesh convergence plans

2010-09-07 Thread Sergey Kurdakov
Hello all,

while I attempted to start discussion on forum, it brought no response.

Still, starting to look at Blender features, and being impressed by new
opportunities which both bmesh and nurbs branch present I started to look
further.
I might be wrong at places, because I just starting to familarize myself
with Blender and it's codebase, still if I'm completely off, it is easy to
point.

But back to my thoughts, I asked myself is it possible to bring them
together?

Looks like yes, and much details are in this ( 91 Mb  ) course

http://alice.loria.fr/publications/papers/2007/SigCourseGeoProc/modeling-course.pdf

there are even two libraries which might be of  use
cgal ( might be download here https://gforge.inria.fr/frs/?group_id=52 ,
official site www.cgal.org - some code is LGPL but some QPL, but still can
be looked at )
and openmesh http://www.openmesh.org which is completely LGPL

I would like to mention  few sources which nurbs team addressed
http://www.cl.cam.ac.uk/research/rainbow/projects/subdnurbs/nurbswep.html -
source code, paper and demo video
(more docs of the same author are here  http://www.people.usi.ch/cashmant/ )
and which I personally found
http://www.levien.com/phd/thesis.pdf approach to fit curves to points
better
http://hss.ulb.uni-bonn.de:90/2008/1614/1614a.pdf
approach to tessellate trimmed surfaces without visual errors ( code is in
OpenSG scene graph and can be used besides OpenSG whole code)
http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.87.4855rep=rep1type=pdfconverting
Catmull-Clark Subdivision Surfaces with Bicubic Patches by Loop
C. and Schaefer S.  - can be used to combine both ease of use of subsurfaces
for artists with power of bi-cubic patches.
something here too
http://faculty.cs.tamu.edu/schaefer/research/
( sorry for lot of links it is just I did not seen that there is something
like wiki page or like in this direction, so maybe too much noise, but still
I have just one idea in mind - if the roadmap would be laid out in this
direction ).
 http://faculty.cs.tamu.edu/schaefer/research/
looks like a lot of work, still freely blend nurbs and meshes, deform,
simplify these combined models will be quite a great feature for artists.

looks like Blender is almost there, but will there be a roadmap to bring it
all to final desired feature set and what could/should be used , made as
steps to achieve  that ( considering available codebase )?

Regards
Sergey
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[Bf-committers] Would anybody have any time to look over these local changes I made to Blender?

2010-09-06 Thread Sergey Kurdakov
Hi Anthony,

my two cents

as you provide compiled binaries, you may try to get artists feedback
say here
http://blenderartists.org/forum/forumdisplay.php?f=9

it looks cool, but I think it's   better to test on end users than on devs

Regards
Sergey
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