Hello to you all, my name is Konrad Kleine (nickname: kwk) and I am interested in these two GSoC topics:
1. Integrate Ptex texture mapping library 2. Unit tests I was wondering if anybody has expressed interest in these topics. I certainly do have interest since texturing and multi-res geometry are exactly the things that I want to tackle. Ptex is new to me, I admit, but I looked into the source code and documentation and find it very well documented and usable. I understand most of the targets for Ptex and a lot of the technical realization. To be honest, I don't know Blender's new BMesh very well. I would definitively need some time to take a look at it, since I believe that Multi-Res texturing will somehow be related to BMesh, right? Why did I also pick the second project "Unit tests"? Well, since I certainly think that there are a number of applicants for the Ptex project I see "Unit tests" as an anchor option. I have done a lot of projects with CMake, including my Diploma thesis and MoneyPenny (http://www3.fh-swf.de/fbin/roth/money-penny_en.htm). Therefore I have a substantial background in writing CMakeLists.txt files. I think that unit test on the other hand using CMake's counterpart CTest are a great way to improve development and to find new developers. Since unit tests are a small piece of software most of the time, they are therefore (hopefully) easier to grasp for new developers. I'm a Master student of "Computer Vision & Computational Intelligence" in Germany and have got a Diploma in Computer Science from the University of Applied Science in Iserlohn. I currently live in Spain for a half year with my girlfriend, trying to learn Spanish and looking forward to a short internship. I have a strong background in using and writing open source software and working for companies that produce and distribute open source software. Among them are most recently GONICUS and Trolltech (now Nokia). Over the years I've gathered an in-depth experience in software development with C, C++, Python Qt and OpenGL in multi-platform environments. I hope this qualifies me at least from a technical standpoint. I've been into graphics programming since I started my studies back in 2004 and Blender has always been inspiring me. OK, well sometimes it was frustrating when I saw thing I wasn't been able to do for myself ;) I have to admit that I'm not that much of an artist but I'm passionate about graphics and music in general. I'm nearly done with my studies and somehow see Blender GSoC as a chance to seriously get into the graphics industry. I also hope that by doing GSoC I'll gain a deeper insight in the Blender developing process and be able to help developing Blender in the future. I hope that I get the idea behind GSoC right, because I believe that it's all about finding new people to work on the project for longer than a period of six month or so. If you want to know more about previous projects I've been working on you can have a look these academic research topics or projects: Classification of facial expressions within video streams ========================================================= My most recent student project is as said the classification of facial expressions within video streams based on an artificial neural network (ANN) and numerous computer vision algorithms. For more information, please visit: http://code.google.com/p/klucv2/ Multi-Touch-Display =================== as part of my Computer Vision 1 course, a fellow student and I constructed a multi-touch display based on Jeff Han's paper Multi-Touch Sensing through Frustrated Total Internal Reflection. As a proof of concept we implemented a photo application using OpenCV for image-based input detection and OpenGL for visualization. GPUANN ====== in a team of 4 people I was responsible for the implementation and design of an application framework to train and execute artificial neural networks (ANN) on NVIDIA graphic cards using the CUDA technology. The training and propagation algorithm had to scale according to the size of a network. The networks themselves were stored as XML files that were validated formally as well as logically by the application framework. QBIC – Play Smart! ================== is basically a "four in a row" board game, except that you can place your tokens on 16 sticks. This way you can connect four tokens in 3D space and no longer on a 2D plane. The game was a final examination of three of my fellow students and me. We used OGRE as our graphics engine and many other open source components. For more information, please visit: http://sourceforge.net/projects/qbic/ ASURO ===== a fellow student and I assembled and programmed the ASURO robot with a fast yet robust path-finding algorithm. Blender Classes =============== I offered various Blender classes on 3D modelling, texturing, shading and animation. Thanks in advance for doing GSoC and giving me and other students the opportunity to apply for the all inspiring Blender project! I look forward to hearing from you! Kind regards - Konrad _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
