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# Dependencies | ||
/node_modules | ||
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# Production | ||
/build | ||
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# Generated files | ||
.docusaurus | ||
.cache-loader | ||
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# Misc | ||
.DS_Store | ||
.env.local | ||
.env.development.local | ||
.env.test.local | ||
.env.production.local | ||
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npm-debug.log* | ||
yarn-debug.log* | ||
yarn-error.log* | ||
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.idea/ |
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# Brush Stroke Tutorial | ||
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This is the code repository for "Brush Stroke Tutorial," powered by [Docusaurus](https://docusaurus.io/). | ||
We may change the host and domain. Remember to star this code repository instead of bookmark the website. | ||
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The website will be WIP for a long time since rendering brush strokes with GPU is a newly emerged research topic. | ||
Shen Ciao continuously update tutorial-style articles on (potentially) influential research works. | ||
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## Be critical | ||
Most contents come from the research *[Ciallo: The next generation vector paint program][Ciallo]*. | ||
It's impossible to create a perfect tutorial in the first place, so we eagerly need critiques and suggestions. | ||
We would be grateful for creating issues or pull requests to fix typos, correct facto mistakes, and revise terrible terminology naming in this tutorial. | ||
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## Build and Develop | ||
Follow the guidance in [Docusaurus's documentation](https://docusaurus.io/docs/installation). | ||
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The textual contents on the website are written in markdown, you can easily modify them without extra knowledge about web development. | ||
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The project is built with javascript libraries include: | ||
- React | ||
- Threejs: WebGL wrapper | ||
- React-codemirror: Code editor | ||
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While creating this tutorial, shen has just started learning these JavaScript libraries. | ||
If you are familiar with these libraries and have some engineering suggestions, please raise them in the issue. | ||
Welcome any helps to improve the code editor. | ||
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## Citation | ||
@inproceedings{Ciallo, | ||
author = {Ciao, Shen and Wei, Li-Yi}, | ||
title = {Ciallo: The next-Generation Vector Paint Program}, | ||
year = {2023}, | ||
isbn = {9798400701436}, | ||
publisher = {Association for Computing Machinery}, | ||
address = {New York, NY, USA}, | ||
url = {https://doi.org/10.1145/3587421.3595418}, | ||
doi = {10.1145/3587421.3595418}, | ||
booktitle = {ACM SIGGRAPH 2023 Talks}, | ||
articleno = {67}, | ||
numpages = {2}, | ||
keywords = {Digital painting, stylized stroke, arrangement, vector graphics. coloring, graphics processing unit (GPU)}, | ||
location = {Los Angeles, CA, USA}, | ||
series = {SIGGRAPH '23} | ||
} | ||
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## License | ||
Shield: [![CC BY-SA 4.0][cc-by-sa-shield]][cc-by-sa] | ||
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This work is licensed under a | ||
[Creative Commons Attribution-ShareAlike 4.0 International License][cc-by-sa]. | ||
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[![CC BY-SA 4.0][cc-by-sa-image]][cc-by-sa] | ||
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[cc-by-sa]: http://creativecommons.org/licenses/by-sa/4.0/ | ||
[cc-by-sa-image]: https://licensebuttons.net/l/by-sa/4.0/88x31.png | ||
[cc-by-sa-shield]: https://img.shields.io/badge/License-CC%20BY--SA%204.0-lightgrey.svg | ||
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Feel free to use the code, algorithms and demo images in your academic or commercial project, but you cannot state them are original. | ||
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The project will change into a copyleft license after updating the content about the 3D stroke. | ||
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[Ciallo]: https://github.com/ShenCiao/Ciallo |
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module.exports = { | ||
presets: [require.resolve('@docusaurus/core/lib/babel/preset')], | ||
}; |
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--- | ||
title: Pre-introduction to Vector Fill | ||
sidebar_label: Vector Fill | ||
--- | ||
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You may have learned how to render brush strokes on polyline curves. | ||
If you want to develop a basic paint program like what I did, the next logical step is to learn how to fill color. | ||
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![VectorFill](./vector-fill.gif) | ||
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_Vector fill demo_ | ||
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We've found that filling color is precisely the _2D Arrangement_ and _Point Location_ problem in computational geometry (plus rendering a polygon). | ||
Basically all textbooks about computational geometry cover these problems and the corresponding algorithms to solve them. | ||
It's very straightforward how to apply once you've learned about them. | ||
But before you delve into the intricate details in a textbook, I will offer a brief overview to provide a general understanding. | ||
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We are given a set of 2D polylines (our vector drawings) and a query point, | ||
the problem is to find the region enclosed by polylines and contains the query point. | ||
To achieve this, we need first construct a 2D arrangement object whose official definition is: | ||
A subdivision of the plane induced by the curves into vertices, edges, and faces, | ||
which is typically stored in a doubly-connected edge list (DCEL) data structure. | ||
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![Arrangement2D](./arrangement.png) | ||
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Hopefully, it sounds familiar and reminds you of the data structure to store a 3D mesh. | ||
In fact, a naive 2D arrangement is nothing more than a 2D polygon mesh (or meshes). | ||
And to locate a query point, a native solution is to iterate through all faces from the mesh and test if the query point is inside. | ||
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From an introductory-level textbook, you will learn how to construct a polygon mesh (the arrangement object) from line segments and | ||
algorithms to locate a point better than the naive solution. | ||
To dive deeper, you may try using the [CGAL 2D arrangement library](https://doc.cgal.org/latest/Arrangement_on_surface_2/index.html) | ||
and learn the arrangement constructed from 2D polylines, which is slightly different with a naive polygon mesh. | ||
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I hope the "2D mesh metaphor" will help you better understand the problems and solutions. Wish you happy learning! |
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position: 20 | ||
collapsible: true | ||
collapsed: true | ||
link: | ||
type: generated-index | ||
customProps: | ||
description: This description can be used in the swizzled DocCard |
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--- | ||
position: 1 | ||
--- |
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position: 3 | ||
label: 'Basics' | ||
collapsible: false | ||
collapsed: false | ||
className: red | ||
link: | ||
type: generated-index | ||
customProps: | ||
description: This description can be used in the swizzled DocCard |
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--- | ||
title: Introduction | ||
sidebar_position: 2 | ||
--- | ||
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This tutorial series will teach you how to use the **modern GPU** graphics pipeline to render **brush strokes** on **vector curves**. | ||
The contents mainly come from my research work [Ciallo: The next generation vector paint program][Ciallo]. | ||
I will introduce this tutorial from the three aspects above. | ||
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## Modern GPU | ||
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![sketchpad](./sketchpad.gif) | ||
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_Draw lines in Ivan Sutherland's Sketchpad._ | ||
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Drawing lines or rendering strokes is one of the oldest topics in Computer Graphics. | ||
You can easily find a lot of pioneering works, for example, [Bresenham's line algorithm](https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm). | ||
They emerged from an era with certain conditions: | ||
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- Programs ran without the benefit of parallelization. | ||
- Programs could access framebuffer directly without significant performance penalty. | ||
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But time has changed, now we have modern GPU hardware crafted for graphics and parallel computing, | ||
and directly accessing a GPU framebuffer from a CPU can significantly hurt the performance. | ||
So old algorithms may not satisfy your needs for real-time rendering. | ||
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In this tutorial, you will learn about the stroke rendering algorithms designed for the GPU graphics pipeline. | ||
We (I and my mentor [Liyi-Wei](https://www.liyiwei.org/)) name these algorithms as _Articulated_ in our paper (mainly because they look like drawing an articulated arm). | ||
I assume you are familiar with a graphics API like OpenGL or D3D. | ||
This tutorial will concentrate more on the high-level algorithms than the implementation details. | ||
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Although graphics APIs provide us line primitives, including `LINES`, `LINE_STRIP`, and `LINE_LOOP`, | ||
there are several well-known issues when using these primitives directly. | ||
Check out Matt Deslauries' article [Drawing Lines is Hard](https://mattdesl.svbtle.com/drawing-lines-is-hard#line-primitives_1) if you know nothing about them. | ||
As for us, the most significant issue is the limitation on the maximum line width or stroke radius. | ||
We must be able to fully control the radius values when rendering brush strokes. | ||
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## Brush Strokes | ||
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Brush strokes refer to strokes drawn with the paint tool in graphics software such as Photoshop or Krita. | ||
Artists configure their digital brushes to control stroke properties like radius or stylization, | ||
then stroke on the canvas with dedicated input devices: Tablet and Stylus. | ||
If you're unfamiliar with tablets and styluses, you can watch the video below for more information: | ||
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[![Tablet](https://img.youtube.com/vi/83BRMfjJXIk/maxresdefault.jpg)](https://www.youtube.com/watch?app=desktop&v=83BRMfjJXIk) | ||
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While you may recognize a brush stroke by its stylization, another crucial property could be ignored: the varying radius along the stroke. | ||
The radii are typically generated from the pressure values as a stylus presses and moves on a tablet. | ||
For experienced artists, one of the highest priorities is to configure the mapping function from pen pressure to brush radius after installing a painting program. | ||
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In this tutorial, you will learn to render a stroke with mutable radius, and the most popular way to stylize it called "Stamp." | ||
You cannot find them elsewhere since they come from our own research. | ||
Additionally, GPU brush stroke rendering a newly emerged topic. | ||
Researchers will develop more novel methods in the future. | ||
So I will continuously update this tutorial series to teach them. | ||
Make sure to star our [code repository] for easy access to the latest updates. | ||
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## Vector Curves | ||
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Mutable radius is imperative for the most artists when working on digital painting, | ||
but it's not defined in public vector standards like SVG. | ||
This limitation is one of the primary reasons why lots of digital artists don't use vector workflow. | ||
(Another one is filling color.) | ||
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To support the mutable radius, we will render a unique type of vector curve: | ||
An ordered list of points (polyline) with radius values assigned to each point. | ||
As a stylus is pressed and moved on a tablet, the program generate a sequence of points to record the trace of movement. | ||
Additionally, the pen pressure is transformed into the radius value assigned to each point. | ||
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We can approximate any type of curve by increasing the number of points in a polyline, whether freehand-drawn or mathematically defined. | ||
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## Structure | ||
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Although the algorithms are very straightforward, I know how hard it could be to learn and replicate a research work. | ||
That's why I created this tutorial, designed with a smooth learning curve and providing seamless coding environments. | ||
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Start with the Basic part, which covers the basics of the rendering methods. | ||
Please read the articles in the Basic part in order, or you may miss something important. | ||
Next, select your favorite topics to learn. | ||
I will list the extra prerequisites at the very beginning of the articles. | ||
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Wish you happy learning! | ||
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## Cite | ||
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``` | ||
@inproceedings{Ciallo2023, | ||
author = {Ciao, Shen and Wei, Li-Yi}, | ||
title = {Ciallo: The next-Generation Vector Paint Program}, | ||
year = {2023}, | ||
isbn = {9798400701436}, | ||
publisher = {Association for Computing Machinery}, | ||
address = {New York, NY, USA}, | ||
url = {https://doi.org/10.1145/3587421.3595418}, | ||
doi = {10.1145/3587421.3595418}, | ||
booktitle = {ACM SIGGRAPH 2023 Talks}, | ||
articleno = {67}, | ||
numpages = {2}, | ||
keywords = {Digital painting, stylized stroke, arrangement, vector graphics. coloring, graphics processing unit (GPU)}, | ||
location = {Los Angeles, CA, USA}, | ||
series = {SIGGRAPH '23} | ||
} | ||
``` | ||
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:::note Research Tip | ||
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To demonstrate your research work, select vector drawings have mutable radius or pen pressure data. | ||
Regular vector drawing datasets don't contain them. | ||
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- Zeyu Wang's work: [paper](https://dl.acm.org/doi/10.1145/3450626.3459819) | ||
- [Blender Grease Pencil](https://cloud.blender.org/p/gallery/5b642e25bf419c1042056fc6) | ||
- Tell me more... | ||
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::: | ||
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[code repository]: https://github.com/ShenCiao/BrushStrokeTutorial | ||
[Ciallo]: https://github.com/ShenCiao/Ciallo |
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--- | ||
title: Table of Contents | ||
sidebar_position: 1 | ||
slug: / | ||
--- | ||
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This tutorial will teach you how to render brush strokes with the modern GPU graphics pipeline. | ||
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If you like this tutorial, please star the [code repository] instead of bookmark the website since the domain might be changed. | ||
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## Contents | ||
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- [Introduction](./introduction) | ||
- Basics | ||
- Vanilla | ||
- Vanilla with mutable radius | ||
- Stamp | ||
- Stamp with mutable radius 1 | ||
- Stamp with mutable radius 2 | ||
- An interleave | ||
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## In Progress | ||
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Telling a good story is as hard as inventing a novel method and teaching it. | ||
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### Airbrush | ||
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Airbrush is a special type of stamp brush. | ||
Learn the mathematical derivation from discrete to continuous stamp to get a "continuous airbrush". | ||
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### Stamp Density and "Ratio-distance" | ||
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Control stamp density along the polyline and render a critical stamp placing pattern called ratio-distance. | ||
Very important for a serious project. | ||
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### 3D Stroke | ||
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Learn how to extend the rendering methods to 3D space. | ||
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I'm integrating it into the Blender Grease Pencil: | ||
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<iframe width="100%" height="500" src="https://www.youtube.com/embed/Q7_3IhgHOZM?start=30" | ||
title="Blender Grease Pencil Stamp Brush Demo" | ||
allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" | ||
allowFullScreen> | ||
</iframe> | ||
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[code repository]: https://github.com/ShenCiao/BrushStrokeTutorial |
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