GSOC 2014 Projects announced!

There is another one affecting to the BGE but not under Blender Fundation control.
This is:
ERAS Station virtual simulation via the Blender Game Engine
Alexander Demets

Goal of the project is the implementation of full Oculus Rift support for the Blender Game Engine using either the official Oculus SDK or the OpenHMD library. Further a demo application will be created to demonstrate the implementation and will directly be useful for the ERAS project for research and also demonstration purposes.

Current Blender fluid code implementation comes from Nils Thuerey too (it was done in a former GSOC). Check this page http://archive.blender.org/development/release-logs/blender-240/fluids-simulation/index.html
His current publications http://www.ntoken.com/pubs.html

strange GSoC, usually it is 15+ participants, now its 7! seems like there are not enough mentors, a read some where that there where more than 30 proposals.

BGE cleanup is kind of nice. Any step forward for Blender interactive mode will be blast. :yes:

It may also be quality over quantity? Maybe they are trying to make sure that the participants will have their code end up in blender, rather then another branch that dies over time.

It’s probably also done with mind on Gooseberry. If they suspect the developers will be mostly looking into dealing with Gooseberry, then they want to make sure they have time to mentor as well. So no double mentoring this year.

There was a bit of back and forth between Ton and the student on the mailing list. The student originally wanted to expand on the old Nurbana project, but there’s trouble with contacting the previous coder on that. And Ton was really skeptical about nurbs having modern relevance, plus wanting an official maintainer, and the student replied that it was more likely for him to be maintainer if he started from the old nineties code.

Until the GSoC wiki pages we can’t tell what the plan is though.

Uh, the point of GSoC is that it’s already funded, Google is paying for it. You might want to buy a set of pompoms instead and cheer on Wilkins, because that’s all you can do right now.

Also noone sad that the piramid primitive didn’t make it in? :wink:

details about the Nurbs GSoC are explained in the posting above from Therahedwig

I was curious about Mantaflow;

Its paralellized C++ solver core,
python scene definition interface and plugin system allow for quickly prototyping and testing new algorithms.

It was used as a base for many publications, such as:

http://graphics.ethz.ch/publications/papers/paperThue10.php
http://graphics.ethz.ch/publications/papers/paperWoj10.php
http://graphics.ethz.ch/publications/papers/paperPfa12.php
http://www.ntoken.com/course2013.html

my guess is, that Mantaflow is going to be the ground base for all the amazing stuff which you can then put easily into the future integrated Mantaflow versions of Blender.

Hmm. No sculpting/painting/texturing projects. Oh well.

I hope it can be improved upon for Blender. The results are fairly unimpressive (ngons, tris, odd surface flow) compared to what’s becoming the norm from ZBrush, 3DCoat, and soon Mudbox.

I haven’t actually read this paper yet. Does the “Interactive” stipulation mean we get to place singularities manually?

soc-2013-paint is in the targets list for 2.71 though.

Viewport performance improvements could very well improve the fluidity of sculpting and texture painting.

I don’t know what I’m going to do without it. Perhaps we should fork Blender to make a piramid primitive grin.
But to stay on topic: who says I don’t already have a set of pompons. W. I. L. K. I. N. S. what does that spell?

Anyone know if there’s a place where we can see the unaccepted proposals? I know they don’t have to be revealed, but it might be interesting to see what didn’t make the cut if the potential authors made their proposals public.

I am looking forward to the shape key enchantments.

Fluids from Houdini in Blender??? That’s will be wonderful solutions.

I love this. :slight_smile:

Thanks;). Once in a blue moon I do something clever.

I am currently building some shape keys for a character so I will have all fingers crossed that this all works out.

I too am wondering what sort of improvements we can expect from shapekeys…

Maybe there’s something to ease teh “blend from shape” functionality, or to ease restoring symmetry… I know Campbel did an operator for this and i should probablt read teh manual! lol…

For me the most irritating thing is weirdness when joining seperate objects with shapekeys (eg attaching a head with keys to a body) works attaching one to teh other but not teh other way around…

also it seems odd that certain modifiers cannot be applied with shape keys leading to all sorts of workarounds (eg exporting each key to OBJ, re-importing then attaching as shapekey…

the houdini sdk is already in Blender. :wink:
http://mattebb.com/weblog/ocean-simulation/