A replication of http:https://graphics.uni-konstanz.de/publikationen/Deussen2017LindeBuzoGray/WeightedLindeBuzoGrayStippling_authorversion.pdf paper, demonstrating a method of producing stippled versions of images. This is, effectively, my fourth implementation of this method. My first approach used Processing, which is a great development environment but somewhat limited in performance. After porting over to C++, I have written several iterations in search of greater performance. At this point, the heaviest calculation is done by a compute shader that was my excuse to start learning Vulkan.
- vulkan sdk
- armadillo
- C++11 compatible compiler
- make
- Export VULKAN_SDK environment variable
- Check armadillo link instructions
- Build program with
make all
./main.out <input filename> <output filename>
This project is licensed under the GPL3 License - see the LICENSE.md file for details
- Check out the original work, it's pretty great
- Sascha Willems has some great tutorials and starter code for using Vulkan, many of which I used or referred to while working on this project