The title of this paper follows a classic structure - a technical main title followed by a descriptive subtitle, so everyone understands exactly what it does. The best part is it 'just works', even on photos you would expect to break it. A texture artist can avoid the tedious and time consuming activity of preparing tileable textures and focus on actually texturing.

To explain the technical part of the title, the 'obvious' solution to making tileable textures is to run a texture synthesis algorithm (in this case PatchMatch) with the constraints wrapping around the edges, so the output tiles. Sometimes this works, but more often than not it fails. This is because humans are really good at spotting the odd one out. This is where 'stationarization' comes in - a stationary detail is one repeated throughout a texture. A non-stationary detail is the odd one out that humans notice. So this algorithm adjusts the texture synthesis to avoid including non-stationary details. And that just works!

During production we didn't create a video, as Joep made this great online supplementary results navigator, so we decided to make up for it with a particularly crazy spotlight video:


(Extended edition. Original had to be 30 seconds long, so this adds back the stuff we had to drop, plus includes a title slide.)

Stuart came up with the initial storyboard, and Joep was our 'actor', whilst I did all the VFX and 3D graphics. Probably went too far, but they were my weekends and I like a good dose of absurdity:-)

You may find everything on the project page, but here is the paper:

"Texture Stationarization: Turning Photos into Tileable Textures." by Joep Moritz, Stuart James, Tom S. F. Haines, Tobias Ritschel & Tim Weyrich. Computer Graphics Forum (Proc. Eurographics), 36(2), 2017 (if 75 megabytes is too much there is also a low resolution version)

You can also download the supplementary material, though I would strongly recommend browsing it online instead.
Five Years of 3Dami
2016-11-13
As tradition dictates here is my annual 3Dami post, about three months late. However, the lateness is advantageous, as there are now three things worth mentioning:

1. This years event was smaller than last year - we could not get the funding unfortunately. We still ran three teams at UCL, and whilst the budget was tight the event ran the same way it usually does. Further improvements were made to the process of running the event - we may not have mastered funding, but I think it's safe to say that after five years we have got pretty good at making films with college students. This was also the first year we went all out on Cycles - after last years experiment using the CS cluster we had the confidence to dial everything up to 11, with one team rendering frames that took as long as four hours. The final films are available on the 3Dami website.

2. I, alongside Peter and Monique, gave another talk on education at the Blender Conference 2016, this time on teaching younger students, or pre-3Dami students as I like to think of them;-) Here it is:



3. I finally got around to moving the custom render farm and asset manager we use as 3Dami from a zip file on the 3Dami website into a proper repository on GitHub: Render Farm Asset Manager. Its a little unusual, but hopefully others may start using it, and even contribute new code back to it!
In my continuing quest to upload all of my handwriting project code I have now got the utility tools up, including the required support modules:

hg: My homography module - pretty simple, though it did grow a bit beyond its original purpose. Includes the obvious code for constructing them and applying them (2D case only). Also includes some basic image querying stuff, as they also need access to the b-spline code. Plus an nD Gaussian blur, for no good reason.

ply2: I usually stick to json and hdf5 files, but hit a problem with the handwriting project, as neither was a good fit. json does not really do large amounts of data, whilst hdf5 is not human readable and has poor text support. Instead of creating an entirely new file format I decided to extend the ply format, as it could almost do what was required. I called it ply2, but have done so without the permission of the original developers. My apologies to them if they don't like this! Main changes are an additional type line in the header, to support its new role of containing stuff that isn't a mesh, plus support for typed meta lines in the header, as the comment system is crap. More importantly, I added support for elements/arrays with an arbitrary number of dimensions, string support (utf8), and cleaned it up. The module includes a specification that details this all properly.

handwriting/corpus: Builds a corpus from a load of books downloaded from Project Gutenberg, for the purpose of generating a text sample an author writes out, so the system can learn their handwriting. To use it you will need to download the documents, corpus_data.zip.

handwriting/calibrate_printer: Does a closed loop colour calibration of a scanner-printer pair (I am taking closed loop here to mean the calibration is relative to the devices, not a specified standard). You print out a calibration target then scan it in. A GUI then allows you to learn a colour transform that, if applied to an image in the colour space of the scanner, will adjust it to be as close as possible when printed with the printer. This works only if you use the same scanner to obtain your handwriting samples as to scan in the calibration target. Uses thin plate splines internally.

Moving to Django
2016-05-01
My web server has been in desperate need of replacement for some time - its version of Ubuntu server was reaching end of life, and it kept running our of RAM because it was using the smallest of the old type of Amazon web services virtual machines. This meant that every time someone tried to brute force the 3Dami websites password (disturbingly common - the problem with using Wordpress) or we had a major burst in traffic the database would use up too much memory, and be killed, to save the server as a whole. Rather irritating to say the least - the old setup actually had a cron job run every 10 minutes to start the db server again if it had gone down!

Have been waiting for the release of Ubuntu server 16.04, which is now installed on a 'one size bigger' server, with SSD storage instead of magnetic - this server should be a hell of lot faster, and much more robust. Doesn't matter for this, my personal website, but for the 3Dami website (same server!) it will really help, particularly as we are about to start the advertising push for this years event(s).

Unfortunately, as I discovered with the move, my personal website was not compatible with more recent versions of PHP, on account of running on a really old CMS. In fact, I have been using that CMS since I was an undergrad at university, which may give an indication of just how old and unsupported it is. As I am hardly downgrading PHP it seems my bank holiday weekend is now an exercise in reimplementing my website using Django. Am aiming for feature parity and maintaining the urls from the previous website (as redirects to the new and improved urls). At the time of writing this post I have only got the bare minimum up - its going to be at least another day before it's back to normal.

Sunday evening edit: Website now has feature parity with the old one, though is looking really ugly and I have copied over only the most recent articles from the old system.

Monday morning edit: All of the old content is now up. Now I need to go make sure all the old (external) links work and make it pretty.

Monday lunchtime edit: All done!
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