Patent application number | Description | Published |
20130120324 | System and Method for Simulating Stiff Bristle Brushes Using Stiffness-Height Parameterization - A method, system, and computer-readable storage medium for simulating bristle brush behavior in an image editing application may use stiffness-height parameterization to determine the height of a brush tool above a canvas during a brush stroke. The determination may be dependent on the pressure applied during the stroke (e.g., using a stylus on a pressure-sensitive tablet), and on the stiffness of the brush bristles. The system may select a standard-stiffness or high-stiffness mapping between stylus pressure values and brush height values dependent whether the bristle stiffness value is above or below a pre-determined threshold. The standard-stiffness mapping may apply a linear function to pressure values to determine height values. Using the high-stiffness mapping, the effect of increased pressure on corresponding brush height values may be reduced as bristle stiffness is increased. Adjusting pressure-to-height mapping based on stiffness may allow the system to realistically mimic the behavior of stiff bristle brushes. | 05-16-2013 |
20130120394 | System and Method for Natural Media Painting Using Automatic Brush Cleaning and Filling Modes - Systems, methods, and apparatus for simulating natural media painting in a digital painting application (or painting simulation module) may provide an automatic brush cleaning feature and an automatic brush filling feature, which may be separately selectable by a user. When enabled, these features may cause the digital painting application (or simulation module) to automatically clean a virtual paint brush (e.g., by emptying both a reservoir buffer and a pickup buffer of a brush model) and/or automatically fill the virtual paint brush with paint (e.g., by storing data representing paint in the reservoir buffer) between brush strokes. These automated actions may be performed in response to detecting the completion of a brush stroke, or in response to detecting the initiation of a next brush stroke. Settings for these automated actions may be overridden by initiating manual brush cleaning and/or filling operations between strokes (e.g., following any automated actions that are enabled). | 05-16-2013 |
20130120426 | System and Method for Generating Vector Output From a Physical Simulation of a Bristle Brush - A method, system, and computer-readable storage medium are disclosed for simulating bristle brush behavior and generating vector output from such simulations. User input may represent a stroke made by a paint brush comprising multiple bristles sweeping across a canvas. A vector representation of the brush stroke's effects may be generated by, for each of the plurality of bristles: determining a path along which the bristle has swept, and generating a vector representation of the path along which the bristle has swept (e.g., a set of Bézier curves, or straight line segments). The vector representation of the effects of the brush stroke may comprise the vector representations of the paths along which each of the plurality of bristles has swept. The vector representations of the paths of each bristle sweep may be composited over each other in an image editing application to depict the brush stroke for display and/or for printing. | 05-16-2013 |
20130120427 | System and Method for Simulation of Paint Deposition Using a Pickup and Reservoir Model - Systems, methods, and apparatus for simulating natural media painting in a digital painting application (or painting simulation module) using a two-layer model of a virtual paint brush may more accurately simulate real world painting techniques than conventional painting simulations. A two-layer brush model may include a reservoir buffer and a pickup buffer to separately represent the paint stored in the belly of a paint brush tip and paint that has been picked up on the surface of the brush tip during a brush stoke, respectively. The two-layer brush model may also include methods that automatically control how virtual paint moves between these layers and a digital canvas. In simulations that employ this two-layer brush model, virtual paint may be deposited on the digital canvas directly from both of the buffers. The amount of paint deposited from each buffer (and/or the ratio of the amounts) may be configurable by a user. | 05-16-2013 |
20130120433 | System and Method for Simulation of Brush-Based Painting In a Color Space That Includes a Fill Channel - Systems and methods for performing brush behavior simulation in an image editing application may facilitate realistic paint simulation by the addition of a fill channel to a color space representation that includes a set of color channels and an alpha channel representing opacity of the paint. The fill channel value for each pixel of a brush model or canvas may represent the amount of paint stored at the pixel. The system may include logic to support paint compositing, mixing, and depletion operations that calculate a consequent color of a destination pixel resulting from the operations dependent on the fill channel values for the source and/or destination pixels. The resulting color channel, opacity channel, and fill channel values may be converted to a color space that does not include a fill channel or opacity channel for display. A source pixel may be a pixel of an atomic element of a texture. | 05-16-2013 |
20130120435 | System And Method For Simulating Paint Brush Strokes Using Configurable Wetness, Drying, And Mixing Parameters - Systems, methods, and apparatus for simulating natural media painting in a digital painting application (or painting simulation module) may more accurately simulate real world painting techniques than conventional painting simulation applications. The digital painting application (or simulation module) may provide a small set of physically meaningful parameters (e.g., canvas wetness, drying rate, and pickup mix ratio). By setting the values of these parameters (or overriding default values for a selected paint type), the user may better control the appearance of brush strokes made by a virtual paint brush on a digital canvas. For example, the length of a brush stroke, the amount of streaking caused by paint picked up during the brush stroke, and/or the mix of paint deposited from a pickup buffer and a reservoir buffer of a brush model may be affected by changing the values of these parameters, thus allowing users to create different realistic painting effects. | 05-16-2013 |
20130120436 | System and Method for Non-Uniform Loading of Digital Paint Brushes - Systems, methods, and apparatus for simulating natural media painting in a digital painting application (or painting simulation module) may provide user interface elements and methods that allow a user to load a brush with non-uniform paint colors by directly sampling the digital canvas. For example, a user may hover the brush over an area on the canvas having a non-uniform color distribution, and the application (or module) may sample the colors of the pixels under the brush, and load the brush with a collection of paint values reflecting the non-uniform distribution of colors in the sample. The application may support two non-uniform paint loading modes, e.g., one that fills the brush with a distribution of paint matching a single sample, and one that fills the brush with paint continuously as it is swept over the canvas. Non-uniform paint loading may be applied to stamp-based brush models and/or bristle brush models. | 05-16-2013 |
20130125068 | Methods and Apparatus for Natural Media Painting Using a Realistic Brush and Tablet Stylus Gestures - Systems and methods for providing a natural media painting application may receive user inputs through tablet stylus gestures. A user interface may detect stylus gestures that mimic real-world actions of artists based on information collected during user manipulation of the stylus, and may map the gestures to various digital painting and image editing tasks that may be invoked and/or controlled using the gesture-based inputs. The collected information may include spatial and/or directional information, acceleration data, an initial and/or ending position of the stylus, an initial and/or ending orientation of the stylus, and/or pressure data. The stylus gestures may include translations, rotations, twisting motions, mashing gestures, or jerking motions. The application may perform appropriate painting and image editing actions in response to detecting and recognizing the stylus gestures, and the actions taken may be dependent on the work mode and/or context of the graphics application in which stylus gesture was performed. | 05-16-2013 |