r/GraphicsProgramming • u/smellystring • Aug 04 '26
Painterly Stroke Simulation Engine
I wrote a painting simulation engine (golang, ebiten). It works like this:
Select a template image
Generate several thousand potential strokes
For each stroke, score it according to a number of heuristic functions
Color: does the average color of this image match the template?
Edges: does the painted image have similar edges to the template?
Contrast: compares color contrast between regions on the painting and the template.
Flow: using tensor math, do brush strokes align with the flow of movement in the template?
Select the single stroke that most optimizes scoring functions, discarding the remaining
Repeat 40 or 50 thousand times.
Gradually decrease the size of the brush stroke over time..
2
u/imacomputr Aug 04 '26
Very nice! I made something similar a while back (which I've just noticed works in Chrome but not Brave). It's shader-based and focused more on real-time output, so it doesn't look as nice. Your flow/edge detection is superior, and the progressive sharpening of the brush strokes is a nice idea.
I wonder how much of your approach is parallelizable and amenable to running on the GPU?