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GSoC Questions Isaac Wagner 28 Mar 01:23
  GSoC Questions peter sikking 28 Mar 08:30
   GSoC Questions Øyvind Kolås 28 Mar 09:48
    GSoC Questions Alexandre Prokoudine 28 Mar 10:44
     GSoC Questions Kevin Cozens 28 Mar 15:29
      GSoC Questions Kevin Cozens 28 Mar 17:50
    GSoC Questions Przemyslaw Golab 28 Mar 11:12
    GSoC Questions peter sikking 28 Mar 12:01
     GSoC Questions Michael Natterer 28 Mar 12:57
      GSoC Questions gespertino@gmail.com 28 Mar 14:15
      GSoC Questions Isaac Wagner 28 Mar 17:32
       GSoC Questions Øyvind Kolås 28 Mar 18:08
GSoC Questions Isaac Wagner 28 Mar 23:08
  GSoC Questions Øyvind Kolås 29 Mar 01:31
Isaac Wagner
2012-03-28 01:23:21 UTC (over 12 years ago)

GSoC Questions

Hello,

My name is Isaac and I'm interested in participating in GSoC this year with GIMP. I was discussing project ideas in IRC the other day and I was pointed to this issue in bugzilla: https://bugzilla.gnome.org/show_bug.cgi?id=465743. For my proposal I would like to create a node-editor (similar to Unity's Shader Editorand
World
Machine 2),
resolving bug 465743 in the process as well as other changes that would need to happen for the editor to be useful. I would create it as a standalone tool both for meta-op creation as well as a sandbox for testing new operations, and design it such that it could potentially be popped into GIMP as a widget without much modification, either for creating/loading metaops or for editing the current image's graph itself (I don't know what the plan is for revealing this to the user). I saw the email about what is expected of students interested in developing GEGL ops, and I would like to know if I should send in an identical set of information (the code review, dummy gegl op patch, etc), or if I should send in something different which is more tailored to my proposal.

I would be interested in hearing from some other developers (it was pippin who my project could have potential) about whether this would actually be useful (and thus acceptable for GSoC) to GIMP and GEGL.

Thank you very much,

Isaac

peter sikking
2012-03-28 08:30:27 UTC (over 12 years ago)

GSoC Questions

Isaac Wagner wrote:

My name is Isaac and I'm interested in participating in GSoC this year with GIMP. I was discussing project ideas in IRC the other day and I was pointed to this issue in bugzilla: https://bugzilla.gnome.org/show_bug.cgi?id=465743. For my proposal I would like to create a node-editor (similar to Unity's Shader Editor and World Machine 2),

as I have blogged here:

a boxes and hoses editor will never be the _main_ interaction in GIMP for non-linear editing.

I certainly would hate to see it in any form (even experimentally) be integrated in GIMP before the (the start of) the actual main interaction is. doing this would send completely the wrong signal to the whole user community what non-linear working in GIMP is all about.

however, if we think a bit further, we can see that the interaction that I am outlining in the blogpost is nothing more than an organised version of the boxes and hoses graph.

starting work on that as a project would contribute to advancing GEGL integration in GIMP.

I would be interested in hearing from some other developers (it was pippin who my project could have potential) about whether this would actually be useful (and thus acceptable for GSoC) to GIMP and GEGL.

I can only really hope, that he meant that in the way I outlined above. because the other way around it is a very good way to derail interaction work on GIMP.

--ps

founder + principal interaction architect man + machine interface works

http://blog.mmiworks.net: on interaction architecture

Øyvind Kolås
2012-03-28 09:48:03 UTC (over 12 years ago)

GSoC Questions

On Wed, Mar 28, 2012 at 9:30 AM, peter sikking wrote:

I certainly would hate to see it in any form (even experimentally) be integrated in GIMP before the (the start of) the actual main interaction is. doing this would send completely the wrong signal to the whole user community what non-linear working in GIMP is all about.

however, if we think a bit further, we can see that the interaction that I am outlining in the blogpost is nothing more than an organised version of the boxes and hoses graph.

starting work on that as a project would contribute to advancing GEGL integration in GIMP.

Doing that work is unsuited for a student right now and we do desire proper graph based editing for GEGL. We do really want a proper graph based editor for GEGL graphs, whether it has to do with GIMP or not. If we have one we would use it work debugging of the GEGL integration in GIMP. It would also be a way to edit and create new GEGL operations and filters that can be used by GIMP in the brave new world you outline that haven't been fully specified yet. Such a graph editing tool would be developed outside the GIMP tree first as a stand-alone tool. If it works well it would likely become the new default binary UI of GEGL itself - as well as become the core of a graph editing widget that could be used within GIMP for doing advanced things that are difficult to achieve in a hierarchical model (these are few, but one of them is decomposing to a given color model, filtering the components separately; and then recomposing the components.)

I can only really hope, that he meant that in the way I outlined above. because the other way around it is a very good way to derail interaction work on GIMP.

When it comes to derailing, you should read up on the topic of Stop Energy. We want and need people that are capable of prototyping and experimenting with new and novel ways of doing interactions, be that inside branches of GIMP or as external tools and prototypes built on top GEGL. Researchers doing experimental UI prototypes have used GIMP in the past, sometimes it results in research prototypes where the interactions are interesting but the code is unusable, and sometimes it can result in code that can be integrated in mainline GIMP. We cannot enforce that globally all people pulling the future potential of GIMP follow a waterfall development model.

/yvind K.

The future is already here. It's just not very evenly distributed
                        -- William Gibson
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Alexandre Prokoudine
2012-03-28 10:44:29 UTC (over 12 years ago)

GSoC Questions

On Wed, Mar 28, 2012 at 1:48 PM, yvind Kols wrote:

Doing that work is unsuited for a student right now and we do desire proper graph based editing for GEGL. We do really want a proper graph based editor for GEGL graphs, whether it has to do with GIMP or not.

*cough* mathmap *cough* :)

Alexandre Prokoudine http://libregraphicsworld.org

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Przemyslaw Golab
2012-03-28 11:12:42 UTC (over 12 years ago)

GSoC Questions

I'm not against stack or node UI because I want to see them both implemented, but in this discussion I agree with Øyvind Kolås.

Stack UI documentation is not finished, for example how to do decomposing to a given color model, multiple file export/save and other operations that I also pointed out in comments on mentioned blog post.

Node based UI is hard and a bit slow to manage, but in big and complex operations it's much easier to work with, comparing to stack based approach.

Stack based UI is clean and organized as a UI, so it's nice for fast and not so
complex work, but with bigger project it creates levels of overloaded options
that are hard to READ because of layered nature. Why, because stack has only simple hierarchy. You can't see how it connects with other layers if their dependency on each other is not simple "do one thing
at the time". Just like decomposing one layer it has many outputs, for RGB there
are three, so at the same time there are 3 different operations, that are independent from each other. If there is many operations like that it ends up hard
for human being to track all of them.

I'm sure node based UI could be designed good and in my opinion it should be
part of stack based approach documentation from the beginning, so they could
co-operate in future seamlessly.

-- n-pigeon

peter sikking
2012-03-28 12:01:30 UTC (over 12 years ago)

GSoC Questions

yvind wrote:

peter wrote:

I certainly would hate to see it in any form (even experimentally) be integrated in GIMP before the (the start of) the actual main interaction is. doing this would send completely the wrong signal to the whole user community what non-linear working in GIMP is all about.

however, if we think a bit further, we can see that the interaction that I am outlining in the blogpost is nothing more than an organised version of the boxes and hoses graph.

starting work on that as a project would contribute to advancing GEGL integration in GIMP.

Doing that work is unsuited for a student right now and we do desire proper graph based editing for GEGL. We do really want a proper graph based editor for GEGL graphs, whether it has to do with GIMP or not.

yes, proper graph based editing for for GEGL. so why is then a GIMP SoC slot, a scarce good, spent on it? I can see how it helps GIMP to implement GEGL ops, I am fully in favour of that.

If we have one we would use it work debugging of the GEGL integration in GIMP. It would also be a way to edit and create new GEGL operations and filters that can be used by GIMP in the brave new world you outline that haven't been fully specified yet. Such a graph editing tool would be developed outside the GIMP tree first as a stand-alone tool. If it works well it would likely become the new default binary UI of GEGL itself - as well as become the core of a graph editing widget that could be used within GIMP for doing advanced things that are difficult to achieve in a hierarchical model (these are few, but one of them is decomposing to a given color model, filtering the components separately; and then recomposing the components.)

we have discussed working on components, and it is also in the comments of the blogpost. this is something that GIMP will support very naturally (comparable how GIMP supports working with selections instead of working with masking ops in the graph: same technical result, but with user interaction designed for the domain of GIMP, instead of visual programming).

I can only really hope, that he meant that in the way I outlined above. because the other way around it is a very good way to derail interaction work on GIMP.

When it comes to derailing, you should read up on the topic of Stop Energy. We want and need people that are capable of prototyping and experimenting with new and novel ways of doing interactions, be that inside branches of GIMP or as external tools and prototypes built on top GEGL. Researchers doing experimental UI prototypes have used GIMP in the past, sometimes it results in research prototypes where the interactions are interesting but the code is unusable, and sometimes it can result in code that can be integrated in mainline GIMP. We cannot enforce that globally all people pulling the future potential of GIMP follow a waterfall development model.

compare this:

Mitch is the overall software architect of GIMP and I am sure that if a proposed SoC project would experimentally change the technical architecture in such a way that it is certain that it will never make it in a GIMP release, he would:

a) point that out; b) if needed, veto it.

of course if someone wants to start his/her own project on the GIMP codebase to see where it goes, (s)he is Free to do so. if asked Mitch would still point out a) and b) above.

now, the situation is that I am the interaction architect of GIMP, and a SoC interaction project is proposed that is is certain that it will never make it in a GIMP release.

I think it is my duty to:

a) point that out; b) if needed, veto it.

no?

of course if someone wants to start his/her own project creating experimental tools, to see where it goes, (s)he is Free to do so (btw: copying somebody else boxes and hoses editor does not count experimental, does it?). and since the topic hac come up, and it is 100% interaction, about the most important direction in UI that GIMP is going to take in the near future, I do point out a) and b) above.

--ps

founder + principal interaction architect man + machine interface works

http://blog.mmiworks.net: on interaction architecture

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Michael Natterer
2012-03-28 12:57:48 UTC (over 12 years ago)

GSoC Questions

On Wed, 2012-03-28 at 14:01 +0200, peter sikking wrote:

Øyvind wrote:

peter wrote:

I certainly would hate to see it in any form (even experimentally) be integrated in GIMP before the (the start of) the actual main interaction is. doing this would send completely the wrong signal to the whole user community what non-linear working in GIMP is all about.

however, if we think a bit further, we can see that the interaction that I am outlining in the blogpost is nothing more than an organised version of the boxes and hoses graph.

starting work on that as a project would contribute to advancing GEGL integration in GIMP.

Doing that work is unsuited for a student right now and we do desire proper graph based editing for GEGL. We do really want a proper graph based editor for GEGL graphs, whether it has to do with GIMP or not.

yes, proper graph based editing for for GEGL. so why is then a GIMP SoC slot, a scarce good, spent on it? I can see how it helps GIMP to implement GEGL ops, I am fully in favour of that.

Because GIMP's and GEGL's SoC slots are exactly the same, and having whatever node based SoC stuff done as UI on top of GEGL is a good thing, whether we want that for GIMP or not. Actually, GIMP is now becoming the UI for GEGL, and since we don't want UI experiments in GIMP (I fully agree with you here), we must do them as another view on GEGL. Having proper GEGL-GTK+ widgets nicely done will benefit GIMP in the end, and nobody is asking for using them in GIMP before they are suited.

So everybody please calm down, we are not turning GIMP into some experimental node editor any time soon.

(I think I answered the rest of this mail too)

Regards, Mitch

If we have one we would use it work debugging of the GEGL integration in GIMP. It would also be a way to edit and create new GEGL operations and filters that can be used by GIMP in the brave new world you outline that haven't been fully specified yet. Such a graph editing tool would be developed outside the GIMP tree first as a stand-alone tool. If it works well it would likely become the new default binary UI of GEGL itself - as well as become the core of a graph editing widget that could be used within GIMP for doing advanced things that are difficult to achieve in a hierarchical model (these are few, but one of them is decomposing to a given color model, filtering the components separately; and then recomposing the components.)

we have discussed working on components, and it is also in the comments of the blogpost. this is something that GIMP will support very naturally (comparable how GIMP supports working with selections instead of working with masking ops in the graph: same technical result, but with user interaction designed for the domain of GIMP, instead of visual programming).

I can only really hope, that he meant that in the way I outlined above. because the other way around it is a very good way to derail interaction work on GIMP.

When it comes to derailing, you should read up on the topic of Stop Energy. We want and need people that are capable of prototyping and experimenting with new and novel ways of doing interactions, be that inside branches of GIMP or as external tools and prototypes built on top GEGL. Researchers doing experimental UI prototypes have used GIMP in the past, sometimes it results in research prototypes where the interactions are interesting but the code is unusable, and sometimes it can result in code that can be integrated in mainline GIMP. We cannot enforce that globally all people pulling the future potential of GIMP follow a waterfall development model.

compare this:

Mitch is the overall software architect of GIMP and I am sure that if a proposed SoC project would experimentally change the technical architecture in such a way that it is certain that it will never make it in a GIMP release, he would:

a) point that out; b) if needed, veto it.

of course if someone wants to start his/her own project on the GIMP codebase to see where it goes, (s)he is Free to do so. if asked Mitch would still point out a) and b) above.

now, the situation is that I am the interaction architect of GIMP, and a SoC interaction project is proposed that is is certain that it will never make it in a GIMP release.

I think it is my duty to:

a) point that out; b) if needed, veto it.

no?

of course if someone wants to start his/her own project creating experimental tools, to see where it goes, (s)he is Free to do so (btw: copying somebody else boxes and hoses editor does not count experimental, does it?). and since the topic hac come up, and it is 100% interaction, about the most important direction in UI that GIMP is going to take in the near future, I do point out a) and b) above.

--ps

founder + principal interaction architect man + machine interface works

http://blog.mmiworks.net: on interaction architecture

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gespertino@gmail.com
2012-03-28 14:15:42 UTC (over 12 years ago)

GSoC Questions

Just a quick note, since it has been discussed before at Peter's blog and it's clear the direction that GIMP will take regarding its UI: I disagree when Peter says that a nodal UI works as a form of visual programming and sort of questions its validity for an application like GIMP. These interfaces have been used successufly in CG and digital compositing for years and probably the best example of that is Nuke, that allows all the features GIMP has (and much more) not only for still frames but for sequences.
Nuke has become a de-facto industry standard for high-end digital compositing and it actually helps complex projects to be organized and manageable. It's not "experimental" and It's not the spaghetti mess most people think nodal compositing is.
This is a simple example (there are dozens) showing how transparent a nodal UI can be.
http://www.youtube.com/watch?v=EMXZ5RWYejU Notice that operations are created from tool icons and it doesn't necessarily take to manually connect nodes. I agree that creating stuff from individual nodes could be cumbersome, but for editing a node tree is a more logical way to visualize and navigate and it's easier to organize (using groups and area containers) than a linear stack, plus all the flexibility it gives when it comes to re-using stuff by simply plugging existing nodes together. As an everyday GIMP user, I'd welcome a nodal UI dialog as an extension to the current UI. The idea of a node-tree window on a second screen makes a lot of sense to me.

just my 2 cents.

Kevin Cozens
2012-03-28 15:29:33 UTC (over 12 years ago)

GSoC Questions

On 12-03-28 06:44 AM, Alexandre Prokoudine wrote:

On Wed, Mar 28, 2012 at 1:48 PM, yvind Kols wrote:

Doing that work is unsuited for a student right now and we do desire proper graph based editing for GEGL. We do really want a proper graph based editor for GEGL graphs, whether it has to do with GIMP or not.

*cough* mathmap *cough* :)

You can also see nodal (or box and hose) editing systems in GIMP and in Shaderman.

Cheers!

Kevin.

http://www.ve3syb.ca/           |"Nerds make the shiny things that distract
Owner of Elecraft K2 #2172      | the mouth-breathers, and that's why we're
                                 | powerful!"
#include  |             --Chris Hardwick
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Isaac Wagner
2012-03-28 17:32:24 UTC (over 12 years ago)

GSoC Questions

Okay, I think I have a good idea of what everyone is thinking. First to clarify to Peter: my initial plan was to make a standalone tool for manipulating and experimenting with GEGL, but, as Michael wrote, designed as a tight GTK+ widget so that it could potentially be plugged into GIMP down the road. *However*, I respect your position as the one in charge of the UI (I believe) and I think from reading your blog post, comments, and replies in this thread, that I have a good idea of what you want and why. As a casual GIMP user for at least a few years, I think that a nodal editor (yes, a boxes and hoses one) would be *really really cool*. It would force us to rethink the way we manipulate images and could make some things much easier which were previously a pain in the ass to do. But I also understand that your number one priority with the shift to GEGL is to keep, on the surface, everything as simple and straightforward to use as possible. In the end, the primary users of GIMP are the users. 90% of them won't need to know and won't care about the graph infrastructure. It would be silly to have to design even a small graph to do something as simple as a contrast and a hue shift on a newly developed photograph when it could be done just as well with a few button clicks, as it is now.

I would still like to work on a "boxes and hoses" editor. I really would. But if it isn't appropriate for SoC (and I understand that for the SoC, the top priority really is practicality), then I would love to work on something a bit closer to the end product that Peter has in mind. It really reminds me of the flow of Autodesk Inventor, if any of you have ever used it, and it works quite well. I recommend taking a look if you can. I do want to work on something to do with infrastructure and "the bigger picture." If you think there is a place for a SoC student to get going on the operation stack interface and associated infrastructure, I would love to talk more about it. I really do love GIMP and I'm excited about where it's going. I picked you guys out of the SoC mentor list because this is a project, either on the GIMP side or the GEGL side or somewhere in-between, that I am genuinely enthusiastic to be a part of. I want to work on something that you actually need.

And if I do something more practical for SoC to help get the new infrastructure into the hands of real users sooner than later, I can see myself continuing on and working on a more experimental editor down the road after SoC is over. It's a prospect that gets me giddy, but I respect that it isn't the top priority.

On Wed, Mar 28, 2012 at 8:57 AM, Michael Natterer wrote:

On Wed, 2012-03-28 at 14:01 +0200, peter sikking wrote:

Øyvind wrote:

peter wrote:

I certainly would hate to see it in any form (even experimentally) be integrated in GIMP before the (the start of) the actual main interaction is. doing this would send completely the wrong signal to the whole user community what non-linear working in GIMP is all about.

however, if we think a bit further, we can see that the interaction that I am outlining in the blogpost is nothing more than an organised version of the boxes and hoses graph.

starting work on that as a project would contribute to advancing GEGL integration in GIMP.

Doing that work is unsuited for a student right now and we do desire proper graph based editing for GEGL. We do really want a proper graph based editor for GEGL graphs, whether it has to do with GIMP or not.

yes, proper graph based editing for for GEGL. so why is then a GIMP SoC slot, a scarce good, spent on it? I can see how it helps GIMP to implement GEGL ops, I am fully in favour of that.

Because GIMP's and GEGL's SoC slots are exactly the same, and having whatever node based SoC stuff done as UI on top of GEGL is a good thing, whether we want that for GIMP or not. Actually, GIMP is now becoming the UI for GEGL, and since we don't want UI experiments in GIMP (I fully agree with you here), we must do them as another view on GEGL. Having proper GEGL-GTK+ widgets nicely done will benefit GIMP in the end, and nobody is asking for using them in GIMP before they are suited.

So everybody please calm down, we are not turning GIMP into some experimental node editor any time soon.

(I think I answered the rest of this mail too)

Regards, Mitch

If we have one we would use it work debugging of the GEGL integration in GIMP. It would also be a way to edit and create new GEGL operations and filters that can be used by GIMP in the brave new world you outline that haven't been fully specified yet. Such a graph editing tool would be developed outside the GIMP tree first as a stand-alone tool. If it works well it would likely become the new default binary UI of GEGL itself - as well as become the core of a graph editing widget that could be used within GIMP for doing advanced things that are difficult to achieve in a hierarchical model (these are few, but one of them is decomposing to a given color model, filtering the components separately; and then recomposing the components.)

we have discussed working on components, and it is also in the comments of the blogpost. this is something that GIMP will support very naturally (comparable how GIMP supports working with selections instead of working with masking ops in the graph: same technical result, but with user interaction designed for the domain of GIMP, instead of visual programming).

I can only really hope, that he meant that in the way I outlined above. because the other way around it is a very good way to derail interaction work on GIMP.

When it comes to derailing, you should read up on the topic of Stop Energy. We want and need people that are capable of prototyping and experimenting with new and novel ways of doing interactions, be that inside branches of GIMP or as external tools and prototypes built on top GEGL. Researchers doing experimental UI prototypes have used GIMP in the past, sometimes it results in research prototypes where the interactions are interesting but the code is unusable, and sometimes it can result in code that can be integrated in mainline GIMP. We cannot enforce that globally all people pulling the future potential of GIMP follow a waterfall development model.

compare this:

Mitch is the overall software architect of GIMP and I am sure that if a proposed SoC project would experimentally change the technical architecture in such a way that it is certain that it will never make it in a GIMP release, he would:

a) point that out; b) if needed, veto it.

of course if someone wants to start his/her own project on the GIMP codebase to see where it goes, (s)he is Free to do so. if asked Mitch would still point out a) and b) above.

now, the situation is that I am the interaction architect of GIMP, and a SoC interaction project is proposed that is is certain that it will never make it in a GIMP release.

I think it is my duty to:

a) point that out; b) if needed, veto it.

no?

of course if someone wants to start his/her own project creating experimental tools, to see where it goes, (s)he is Free to do so (btw: copying somebody else boxes and hoses editor does not count experimental, does it?). and since the topic hac come up, and it is 100% interaction, about the most important direction in UI that GIMP is going to take in the near future, I do point out a) and b) above.

--ps

founder + principal interaction architect man + machine interface works

http://blog.mmiworks.net: on interaction architecture

_______________________________________________ gimp-developer-list mailing list
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Kevin Cozens
2012-03-28 17:50:11 UTC (over 12 years ago)

GSoC Questions

On 12-03-28 11:29 AM, Kevin Cozens wrote:

You can also see nodal (or box and hose) editing systems in GIMP and in Shaderman.

Ack! Typo. I meant to say Blender and Shaderman. Seems my brain and my fingers weren't quite in sync this morning when I wrote the above.

Øyvind Kolås
2012-03-28 18:08:00 UTC (over 12 years ago)

GSoC Questions

On Wed, Mar 28, 2012 at 6:32 PM, Isaac Wagner wrote:

GIMP side or the GEGL side or somewhere in-between, that I am genuinely enthusiastic to be a part of. I want to work on something that you actually need.

GIMP will in the 2.10 cycle depend a _lot_ more on GEGL, actually by the end of the cycle everything you normally do in GIMP should be powered by GEGL. Creating test cases, verifying that GEGL behaves correctly as well as developing new operations is easier with a standalone tool. GEGL used to have a GUI sandbox for such experiments that used a tree based representation with clones (see http://pippin.gimp.org/tmp/gegl-foo/ for some screen shots). Such a tool that permits more direct manipulation and testing of the concepts of GEGL (which is a processing graph of nodes) permits faster developer feedback as well as making it easier to construct test cases for verifying the behavior of GEGL - this is something that increases in importance as GEGL is adopted for the core parts of GIMP.

/yvind K.

The future is already here. It's just not very evenly distributed
                        -- William Gibson
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Isaac Wagner
2012-03-28 23:08:24 UTC (over 12 years ago)

GSoC Questions

http://pippin.gimp.org/tmp/gegl-foo/ for some screen shots). Such a tool that permits more direct manipulation and testing of the concepts of GEGL (which is a processing graph of nodes) permits faster developer feedback as well as making it easier to construct test cases for verifying the behavior of GEGL - this is something that increases in importance as GEGL is adopted for the core parts of GIMP.

/Øyvind K. --

If I have the support of those in charge of GSoC, and this project would be appropriate for GSoC, I'll work on a detailed proposal outlining UI ideas, features, etc. My original intent was, as you said, for the tool to be useful in testing GEGL and designing independent meta-ops and perhaps eventually serve as a base for integration into GIMP.

I had an idea this morning and I'm curious what you all think of it. I fully understand the appeal of the simplified linear operation stack. The tricky thing is how GIMP might offer a more complicated node editor in addition to that so that users can perform more involved operations. One option is to simply force the user to stay within the complicated node editor once he/she has started playing around with it and once it can no longer be simplified into a linear stack. But this switching between the complex view and the linear simplified view could be avoided altogether; there could be, in the linear operation stack UI in GIMP, a "meta-op" operation which can be added. The user can "enter into" this meta-op component (e.g. with a double-click) and within it is a fully-featured box-and-hose editor. It can have decomposition and non-tree structures, as long as it has an input and an output, sort of how "groups" work in World Machine.
It would let the user create a black-box operation of sorts which would fit nicely into the linear stack, but allow more control and more flexibility within itself. If someone wanted to work exclusively with a box-and-hose editor, he/she could just add a single meta-op operation to the stack and use nothing else, or the user could use a combination of the linear stack and the complicated node editor, or use no meta-ops and just use the linear stack, essentially mimmicking how GIMP is used now.

Did I explain that well?

Isaac

Øyvind Kolås
2012-03-29 01:31:38 UTC (over 12 years ago)

GSoC Questions

On Thu, Mar 29, 2012 at 12:08 AM, Isaac Wagner wrote:

http://pippin.gimp.org/tmp/gegl-foo/ for some screen shots). Such a tool that permits more direct manipulation and testing of the concepts of GEGL (which is a processing graph of nodes) permits faster developer feedback as well as making it easier to construct test cases for verifying the behavior of GEGL - this is something that increases in importance as GEGL is adopted for the core parts of GIMP.

If I have the support of those in charge of GSoC, and this project would be appropriate for GSoC, I'll work on a detailed proposal outlining UI ideas, features, etc. My original intent was, as you said, for the tool to be useful in testing GEGL and designing independent meta-ops and perhaps eventually serve as a base for integration into GIMP.

I had an idea this morning and I'm curious what you all think of it. I fully understand the appeal of the simplified linear operation stack. The tricky >snip<

Figuring out how it fit's into the future UI vision of GIMP is outside the scope of GSOC, though pondering some such possibilities together with Peter Sikking might be relevant. It is better to consider this a stand-alone development and debugging tool that would be planned and developed in a way that possibly allows reusing it as a component if desired later.

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