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Primitive – recreate your photos with vector-based geometric primitives

primitive.lol

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Re: Primitive – recreate your photos with vector-based geometric primitives

#12
post #5
post #3

I'm struggling to find again a c++ implementation of this I saw on github a while back. Does HN the hive mind remember?

The core of Primitive is open source, written in Go. https://github.com/fogleman/primitive Only the UI is closed source. It's written in Objective-C and basically shells out to the Go code.

I was just poking through some of the code and noticed that there seem to a lot of open bugfix PRs [1]. Have you thought about going through and upstreaming some of them? Many of them seem like quick reviews.

Edit: Also, if you would like some help maintaining it, I imagine plenty of fellow HN-ers (including me) would love to help.

[1] https://github.com/fogleman/primitive/pulls?q=is%3Aopen+is%3...

Re: Primitive – recreate your photos with vector-based geometric primitives

#13
I modified this to try and compare against the last image it generated and feed it images via ffmpeg from a movie. Ultimately the results were still a little too choppy for video but the effect was very cool. The processing time was also incredibly long because lowering the polygon count made it very hard to tell what was moving.

Re: Primitive – recreate your photos with vector-based geometric primitives

#15

This sort of thing is useful for showing placeholder images while high-res images load: https://jmperezperez.com/svg-placeholders/

Unmaintained at this point, but here's a Webpack loader that does this: https://github.com/technopagan/sqip

Re: Primitive – recreate your photos with vector-based geometric primitives

#17

This sort of thing is useful for showing placeholder images while high-res images load: https://jmperezperez.com/svg-placeholders/

I've written my own placeholder image generator based on Delaunay triangulation inspired by this blog-post. The generator produces reasonable placeholder images at about 300 bytes. The overall effect is not as nice as the images produced by Primitive though. However, Delaunay triangulation is deterministic and relatively fast. Furthermore, the triangles can be efficiently serialized as triangle strips.

In case anyone is interested, the code is on GitHub [1].

[1] https://github.com/astoeckel/aequipedis/

Re: Primitive – recreate your photos with vector-based geometric primitives

#18
post #5

Earlier quoted context omitted.

The core of Primitive is open source, written in Go. https://github.com/fogleman/primitive Only the UI is closed source. It's written in Objective-C and basically shells out to the Go code.

I was just poking through some of the code and noticed that there seem to a lot of open bugfix PRs [1]. Have you thought about going through and upstreaming some of them? Many of them seem like quick reviews. Edit: Also, if you would like some help maintaining it, I imagine plenty of fellow HN-ers (including me) would love to help. [1] https://github.com/fogleman/primitive/pulls?q=is%3Aopen+is%3...

I noticed the PRs too. Looks like one of the people submitting them has also been maintaining their own branch[1] with a bunch merged.

[1] https://github.com/bmaltais/primitive

Re: Primitive – recreate your photos with vector-based geometric primitives

#19
post #14

Almost a decade ago I remember using an online service called Vector Magic to do this kind of stuff. At that time it was considered the state-of-the-art auto tracer. Is this noticeably better than Vector Magic when using Bezier curves?

I keep a windows xp VM around almost exclusively for Vector Magic. I've never tried it with photos though. Mostly for improving the quality of logos by vectorizing then exporting a higher-res PNG.

Maybe I will finally be able to get rid of it. I can't tell right now, I think Primitive is being hugged to death currently.

Re: Primitive – recreate your photos with vector-based geometric primitives

#20

I modified this to try and compare against the last image it generated and feed it images via ffmpeg from a movie. Ultimately the results were still a little too choppy for video but the effect was very cool. The processing time was also incredibly long because lowering the polygon count made it very hard to tell what was moving.

Could you post a video clip of the output? It sounds like the effect from "A Scanner Darkly" perhaps -- loved that effect in that movie!
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