Artistic style transfer setup guide

In this post I will explain how to set up a linux environment for running style transfer implementations from GitHub repositories. I assume that you have a Nvidia GPU, linux distribution and a working knowledge of linux. If you get into any troubles, just drop me a line. It was done as a part of my studies at Filmakademie Baden-Wuerttemberg.

There are many implementations on a GitHub and here I will show how to make the three of them working (which I had previously tested and used):

Here you can check some tests and results which I did with those three implementations.

  • mtx2_low full image
    • In the columns different implementations are used (in the same order as in the list above), the rows are using different styles.
  • mtx_lowfull image
    • I also tested the last implementation with a CG rendering, here you can see comparison of different rendering output vs different styles (renderings by Kiana Naghshineh)

Continue reading “Artistic style transfer setup guide”

Artistic style transfer setup guide

USD setup & evaluation notes

In this post I will publish summary of setting up and fiddling a bit with Universal Scene Description (USD) on Linux. It will mostly contain my understanding of the concepts behind USD and a compilation guide for Ubuntu based OS.

Originally I wrote this article for an assignment during my Technical Directing studies at Filmakademie Baden-Wuertemmberg. Parts regarding compiling Maya plugin for USD were written by Tim Lehr.


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USD setup & evaluation notes

Shaping particle simulations with interaction forces in Houdini

In this post I will try to explain principles behind implementation of the research paper Shaping particle simulations with interaction forces published by DreamWorks in 2014.
This technique allows us to create forces on particles which can result in variety of interesting motions, one of them resembling water behavior. This approach is more efficient than complex liquid simulations since it does not include volumetric operations (as in FLIP solvers for example) and is also easy to control and to combine with any other particle forces. I did this implementation in Houdini and VEX, but principles apply to any other software.

Continue reading “Shaping particle simulations with interaction forces in Houdini”

Shaping particle simulations with interaction forces in Houdini