Fabrice
NEYRET -
Maverick team, LJK, at INRIA-Montbonnot
Joelle
THOLLOT –
Maverick team, LJK, at INRIA-Montbonnot
When an artist design a shape or a painting, he generally sketches the large aspects then go to smaller and smaller details. Computer graphics tools allow to change things at any scale in any order. However, it is often annoying to have a local change impacting the other scales. Controlling the look at each scale is also important since in 3D animation objects will be seen at various distances. E.g. the mean color of skin, lawn, floor, or cloth material has been validated and should be preserved. Still, both painting tools and procedural tools like Perlin noise let the small scales change some of the global look. Moreover, antialiasing filtering of procedural textures is either incorrect or costly because one cannot simply ignore the small scale layer.
The purpose of the subject is to explore new methods to build
textures from top to bottom, or at least, so that mid-scale design
doesn’t change the large-scale look already validated –
excepted if wanted so. Some basic solutions are color-balanced
modifiers adding smaller scale color contrasts (i.e., wavelet-like)
cf shadertoy1,
and “incompressible” local distortions, cf shadertoy2.
But other possibilities can be found, and a lot more is needed to
ensure constraints (keeping bounded to [0,1]) and convenient user
handles, leading to a brand new usable workflow.
At this
stage we only target procedural-based painting rather than
stroke-based. In this scope, the model would naturally ensure the
correct and free antialiasing filtering, per construction.
General culture in Computer Graphics and Math ( textures, proceduralism, Perlin noise, fractals would be a plus)
C/C++,
GLSL and OpenGL would be a plus, but these can be learn easily during the practice or before.