Age | Commit message (Collapse) | Author |
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===========================================
Major list of changes done in tomato branch:
- Add a planar tracking implementation to libmv
This adds a new planar tracking implementation to libmv. The
tracker is based on Ceres[1], the new nonlinear minimizer that
myself and Sameer released from Google as open source. Since
the motion model is more involved, the interface is
different than the RegionTracker interface used previously
in Blender.
The start of a C API in libmv-capi.{cpp,h} is also included.
- Migrate from pat_{min,max} for markers to 4 corners representation
Convert markers in the movie clip editor / 2D tracker from using
pat_min and pat_max notation to using the a more general, 4-corner
representation.
There is still considerable porting work to do; in particular
sliding from preview widget does not work correct for rotated
markers.
All other areas should be ported to new representation:
* Added support of sliding individual corners. LMB slide + Ctrl
would scale the whole pattern
* S would scale the whole marker, S-S would scale pattern only
* Added support of marker's rotation which is currently rotates
only patterns around their centers or all markers around median,
Rotation or other non-translation/scaling transformation of search
area doesn't make sense.
* Track Preview widget would display transformed pattern which
libmv actually operates with.
- "Efficient Second-order Minimization" for the planar tracker
This implements the "Efficient Second-order Minimization"
scheme, as supported by the existing translation tracker.
This increases the amount of per-iteration work, but
decreases the number of iterations required to converge and
also increases the size of the basin of attraction for the
optimization.
- Remove the use of the legacy RegionTracker API from Blender,
and replaces it with the new TrackRegion API. This also
adds several features to the planar tracker in libmv:
* Do a brute-force initialization of tracking similar to "Hybrid"
mode in the stable release, but using all floats. This is slower
but more accurate. It is still necessary to evaluate if the
performance loss is worth it. In particular, this change is
necessary to support high bit depth imagery.
* Add support for masks over the search window. This is a step
towards supporting user-defined tracker masks. The tracker masks
will make it easy for users to make a mask for e.g. a ball.
Not exposed into interface yet/
* Add Pearson product moment correlation coefficient checking (aka
"Correlation" in the UI. This causes tracking failure if the
tracked patch is not linearly related to the template.
* Add support for warping a few points in addition to the supplied
points. This is useful because the tracking code deliberately
does not expose the underlying warp representation. Instead,
warps are specified in an aparametric way via the correspondences.
- Replace the old style tracker configuration panel with the
new planar tracking panel. From a users perspective, this means:
* The old "tracking algorithm" picker is gone. There is only 1
algorithm now. We may revisit this later, but I would much
prefer to have only 1 algorithm. So far no optimization work
has been done so the speed is not there yet.
* There is now a dropdown to select the motion model. Choices:
* Translation
* Translation, rotation
* Translation, scale
* Translation, rotation, scale
* Affine
* Perspective
* The old "Hybrid" mode is gone; instead there is a toggle to
enable or disable translation-only tracker initialization. This
is the equivalent of the hyrbid mode before, but rewritten to work
with the new planar tracking modes.
* The pyramid levels setting is gone. At a future date, the planar
tracker will decide to use pyramids or not automatically. The
pyramid setting was ultimately a mistake; with the brute force
initialization it is unnecessary.
- Add light-normalized tracking
Added the ability to normalize patterns by their average value while
tracking, to make them invariant to global illumination changes.
Additional details could be found at wiki page [2]
[1] http://code.google.com/p/ceres-solver
[2] http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Motion_Tracker
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add a check duplicate functions are not defined.
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myself.
see:
http://wiki.blender.org/index.php/User:Nazg-gul/MaskEditor
note - mask editing tools need continued development, feather option is not working 100%
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* Remove all code for Texture and Sequencer plugin system, this never worked in 2.5x / 2.6x and is therefore not needed anymore.
* DNA structures are kept, all read/writefile code is gone.
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Skin modifier documentation:
http://wiki.blender.org/index.php/User:Nicholasbishop/SkinModifier
Implementation based in part off the paper "B-Mesh: A Fast Modeling
System for Base Meshes of 3D Articulated Shapes" (Zhongping Ji,
Ligang Liu, Yigang Wang)
Note that to avoid confusion with Blender's BMesh data structure,
this tool is renamed as the Skin modifier.
The B-Mesh paper is current available here:
http://www.math.zju.edu.cn/ligangliu/CAGD/Projects/BMesh/
The main missing features in this code compared to the paper are:
* No mesh evolution. The paper suggests iteratively subsurfing the
skin output and adapting the output to better conform with the
spheres of influence surrounding each vertex.
* No mesh fairing. The paper suggests re-aligning output edges to
follow principal mesh curvatures.
* No auxiliary balls. These would serve to influence mesh
evolution, which as noted above is not implemented.
The code also adds some features not present in the paper:
* Loops in the input edge graph.
* Concave surfaces around branch nodes. The paper does not discuss
how to handle non-convex regions; this code adds a number of
cleanup operations to handle many (though not all) of these
cases.
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The MVertSkin currently just stores local skin radii and skin
flags (MVertSkinFlag).
Skin modifier documentation:
http://wiki.blender.org/index.php/User:Nicholasbishop/SkinModifier
Reviewed by Campbell Barton.
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layers that don't follow Blender's rlayer.rpass naming scheme.
--- Changes to File Output node ---
* Flat layer names in EXR multilayer files.
For a socket with name "AAA" the previous resulting EXR layer name would be "AAA.AAA", i.e. the render layer as well as render pass would use the socket name.
Now the "render_layer.render_pass" scheme is ignored in multilayer files, socket names are directly written to EXR layers (EXR layer name is "AAA" in this example). If sockets should have a notion of "render layer" this can still be achieved by explicitly adding a separator, e.g. "AAA.BBB". When loading such layers into a Blender Image struct, the name is interpreted as a "render_layer.render_pass" again (although the image node does not care about it, see below).
* Socket sub-paths (for singlelayer) or layer names (for multilayer) are stored in dedicated string variables in the socket storage data. This way the RNA can define precise string subtypes (PROP_FILEPATH) and length. The file/layer slots are defined as separate structs with own name properties in the RNA as well, so they can be used nicely with the list template.
* Ensure unique socket paths/layer names to prevent overwriting of files and layers respectively.
--- Changes to Image node ---
* Loading multilayer OpenEXR files has improved layer name splitting into render layer + render pass names now. This properly supports arbitrary EXR layer names now.
Example:
OpenEXR layer name: AAA.BBB.CCC
is split into
Render layer name: AAA.BBB
Render pass name: CCC
If the layer name has no '.' separators the render layer name is empty.
* Image node ignores the selected render layer in the image user data. Instead all existing layers are displayed at the same time by combining the render layer names with render pass names again, to reconstruct the original EXR layer name. This avoids the problem that render layers with empty name are not selectetable in the dropdown and allows using all image layers at the same time without duplicating the node.
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New function is RNA_enum_name_from_value.
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- Displays dopesheet information for selected tracks, and currently does not
support any kind of editing.
- Changed regions to use the whole main region for such views as curves and dopesheet.
This allows to have own panels with tools/properties in this area.
- Active clip is getting synchronized between different clip editor editors in the
same screen, so updating of curve/dopesheet views happens automatically when one
changes current clip in one of this editors.
- Panels in toolbox and properties panels are now separated to rely on current view
mode, but some operators and poll functions still need to be updated.
- Added new screen called "Movie Tracking" where layout is configured to
display timeline, main clip window, curves and dopesheet.
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formatter (able to get very close to our own style guide).
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scripts are using this to modify the mesh and its confusing that the edits are not kept.
This also makes it clearer that the faces are for tessellated results only.
Added a section on the Gotcha's about upgrading scripts, the pros and cons of MeshTessFace/MeshPoly/BMFace.
and spesifically how to upgrade importers and exporters for 2.63+.
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This adds movieclip input support to the sequencer, thereby making
undistorted and stabilized footage available without a seperate render step.
Also: removes some old cruft code from the sequencer:
* new_tstripdata wasn't used anymore
* StripElems were allocated for SCENE strips on full length, wasting memory
Added a comment, that hopefully makes things a little bit clearer:
StripElems are *only* usefull for MOVIE + IMAGE strips for all other strip
types one can set this pointer to NULL. (If that should cause otherwise
problems, then the code that doesn't check for NULL is to blame!)
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autocomplete
show rna function description and arguments now.
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1) Old CMP_NODE_OUTPUT_FILE and CMP_NODE_OUTPUT_MULTI_FILE have been merged,
only CMP_NODE_OUTPUT_FILE remains. All functions renamed accordingly.
2) do_versions code for converting single-file output nodes into multi-file
output nodes. If a Z buffer input is used, the node is made into a multilayer
exr with two inputs. (see below). Also re-identifies multi-file output nodes
with the CMP_NODE_OUTPUT_FILE type.
3) "Global" format is stored in node now. By default this overrides any
per-socket settings.
4) Multilayer EXR output implemented. When M.EXR format is selected for node
format, all socket format details are ignored. Socket names are used for layer
names.
5) Input buffer types are used as-is when possible, i.e. stored as B/W, RGB or
RGBA. In regular file output the format dictates the number of actual channels,
so the CompBuf is typechecked to the right type first. For multilayer EXR the
number of channels is more flexible, so an input buffer will store only the
channels it actually uses.
6) The editor socket type is updated from linked sockets as an indicator of the
actual data written to files. This may not be totally accurate for regular file
output though, due to restrictions of format setting.
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Unlike the existing file output node this node has an arbitrary number of
possible input slots. It has a base path string that can be set to a general
base folder. Every input socket then uses its name as an extension of the base
path for file organization. This can include further subfolders on top of the
base path. Example:
Base path: '/home/user/myproject'
Input 1: 'Compo'
Input 2: 'Diffuse/'
Input 3: 'details/Normals'
would create output files
in /home/user/myproject: Compo0001.png, Compo0002.png, ...
in /home/user/myproject/Diffuse: 0001.png, 0002.png, ... (no filename base
given)
in /home/user/myproject/details: Normals0001.png, Normals0002.png, ...
Most settings for the node can be found in the sidebar (NKEY). New input sockets
can be added with the "Add Input" button. There is a list of input sockets and
below that the details for each socket can be changed, including the sub-path
and filename. Sockets can be removed here as well. By default each socket uses
the render settings file output format, but each can use its own format if
necessary.
To my knowledge this is the first node making use of such dynamic sockets in
trunk. So this is also a design test, other nodes might use this in the future.
Adding operator buttons on top of a node is a bit unwieldy atm, because all node
operators generally work on selected and/or active node(s). The operator button
would therefore either have to make sure the node is activated before the
operator is called (block callback maybe?) OR it has to store the node name
(risky, weak reference). For now it is only used in the sidebar, where only the
active node's buttons are displayed.
Also adds a new struct_type value to bNodeSocket, in order to distinguish
different socket types with the same data type (file inputs are SOCK_RGBA color
sockets). Would be nicer to use data type only for actual data evaluation, but
used in too many places, this works ok for now.
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without the underscores these clogged up the namespace for autocompleation which was annoying.
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=========================
Documentation: http://wiki.blender.org/index.php/User:Psy-Fi/UV_Tools
Major features include:
*16 bit image support in viewport
*Subsurf aware unwrapping
*Smart Stitch(snap/rotate islands, preview, middlepoint/endpoint stitching)
*Seams from islands tool (marks seams and sharp, depending on settings)
*Uv Sculpting(Grab/Pinch/Rotate)
All tools are complete apart from stitching that is considered stable but with an extra edge mode under development(will be in soc-2011-onion-uv-tools).
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display with own heading in userprefs.
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rather than making all properties have ffmpeg_ and quicktime_ prefixes
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Kent
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There are also some changes that need to be done to libmv but I'm
leaving those out so I can get it patched upstream first.
(Only works with gcc/g++ if we want to use sun's compiler we would need
to get rid of all of our annonymous structs which I don't think
we want to do at this point, example:
typedef struct wmNDOFMotionData {
union {
float tvec[3]; // translation
struct { float tx, ty, tz; }; // this would need to be fixed
// something like this or something similar:
struct { float x, y, z; } t;
};
...
)
Kent
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lookup and py api to de-duplicate some checks
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to add a second version of the function which takes the property rather then its name.
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forgotten when they were renamed, before the merge in trunk, and was never noticed as they are not used...).
Also removed the $ID$ from remesh modifier header, and quited a gcc warning.
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This commit implements basis stuff needed for object tracking,
use case isn't perfect now, interface also should be cleaned a bit.
- Added list of objects to be tracked. Default there's only one object called
"Camera" which is used for solving camera motion. Other objects can be added
and each of them will have it;s own list of tracks. Only one object can be used
for camera solving at this moment.
- Added new constraint called "Object Tracking" which makes oriented object be
moving in the save way as solved object motion.
- Scene orientation tools can be used for orienting object to bundles.
- All tools which works with list of tracks or reconstruction data now
gets that lists from active editing object.
- All objects and their tracking data are available via python api.
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Talked with Brecht and Campbell and they both agreed that bpy.types should match bpy.props
In the ideal world we would rename bpy.props to BooleanProperty. This would break scripts though. So we go for a compromise and at least have some consistency.
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MSVC is not C99-compliant, but with the macro as it was, the "args" part was consuming and dropping one of the params, so the format string wanted N extra args, and there were only N-1... boom, crash! Without "args" this works correctly (checked on MSVC10 release build)
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MSVC is not C99-compliant, but with the macro as it was, the "args" part was consuming and dropping one of the params, so the format string wanted N extra args, and there were only N-1... boom, crash! Without "args" this works correctly (checked on MSVC10 release build)
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This change adds RNA access to tesselated face UVs and colors (MTFACE and MCOL), primarily for use by plugin renderers (e.g. cycles). The RNA mesh properties to get to these are prefixed with "tessface_" and additionally the help text states that these are for renderers, to try not to confuse existing mesh editing tool scripts into thinking they could just start using these values.
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report
warnings in nicer format even on msvc now.
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where image saving settings are needed.
currently file out node and render output share this struct & UI.
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by Matt Ebb, Hamed Zaghaghi
This adds a new Modifier "Ocean" to simulate large-scale wave motion.
Details can be found in the wiki documentation [1], the project homepage [2] and the patch tracker [3]
The modifier is disabled by default for now. To enable it, the WITH_OCEANSIM (cmake) / WITH_BF_OCEANSIM (scons) flags have to be set. The code depends on fftw3, so this also has to be enabled.
[1]
http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Simulation/Ocean
[2]
http://www.savetheoceansim.com
[3]
http://projects.blender.org/tracker/?group_id=9&atid=127&func=detail&aid=28338
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needs some edits to cycles its self before cycles will build
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noticeable on large files.
- also netbeans project file generator now uses branch name for project.
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