Files
Keavon Chambers a708a54492 Make the data model use Item and List types universally, with nodes authored as rank-polymorphic kernels (#4335)
* Add rank polymorphism node audit classifying all 271 nodes

* Implement StaticType for Item<T>

* Generate Item and mapped List wire variants for nodes declaring an Item<T> primary input

* Migrate nine nodes to Item element-wise kernels, dissolving the blending trait boilerplate

* Document the Item kernel implementation and staging plan

* Route Item<Vector> through TaggedValue::TypeDefault

* Add executor integration tests covering the Item and List wire variants

* Collapse element-wise Item/List wire pairs to the List form for conversion insertion

* Migrate sixteen vector modifier nodes to Item element-wise kernels

* Migrate Sample Image, Extend Image to Bounds, and Dehaze to Item element-wise kernels

* Fix bevel_with_transform test to actually exercise the transform attribute

* Implement From<T> for Item<T>

* Register PromoteNode rank adapters wrapping bare values into Item wires

* Insert PromoteNode adapters for Item/List wire pair fields in the preprocessor

* Define a real promote node backing the PromoteNode registry identifiers

* Zip ranked Item connectors by frame slot in the mapped element-wise variant

* Register ItemToListNode singleton raise adapters

* Resolve Item wires against List connectors by inserting promotion adapters at construction

* Rank the Offset Points distance connector and prove mixed-rank resolution end-to-end

* Implement Clampable for Item and List wires with per-variant clamp bounds

* Rank the Round Corners radius connector, exercising hard bounds on a ranked wire

* Implement ApplyTransform for Item

* Add Item wire implementations to the Transform node, keeping rank-0 chains rank 0

* Detect element-wise nodes by lazy primary connectors declaring Output = Item

* Convert Transform to an Item kernel with ranked parameters, delivering the broadcast milestone

* Rename Apply Transform to Bake Transform, baking item transforms on Vector, DAffine2, and DVec2

* Promote bare wires onto Item connectors at resolution via WrapItemNode adapters

* Rank the numeric, vector, and boolean parameters across the migrated element-wise nodes

* Rank the enum, integer, and seed parameters, registering their rank adapters via a consolidated macro

* Amend the audit with the DashPattern value type resolution

* Migrate the string family to Item element-wise kernels

* Unwrap Item wires into bare legacy connectors at resolution via UnwrapItemNode adapters

* Shadow owned node parameters in bodies instead of mut in signatures

* Migrate the math family and string measure nodes to Item element-wise kernels

* Convert the comparison and clamp nodes to Item kernels, dropping unreachable &str rows

* Flat-map expander kernels returning List under the mapped variant's frame

* Migrate the expander nodes to Item kernels flat-mapping under the frame

* Remove the unused peel_list helper

* Rank the raster adjustment and blending kernels, recontextualizing shader nodes onto an Item stand-in

Migrate the 16 adjustment nodes, Mix, Color Overlay, and Gradient Map from whole-List kernels to rank-0 Item kernels, letting the macro derive the List-mapped (zip) variants. Move the Adjust and Blend per-element seams off List onto the element types (add the Raster<CPU> impls, drop the now-dead List impls).

Shader nodes keep their bodies verbatim: PerPixelAdjust re-emits the identical kernel against a transparent no_std Item stand-in, so every Item<T> connector and .element() call resolves to a zero-cost identity on the GPU while the uniform buffer stays bare repr(C). The macro peels Item off ranked uniform params, wraps the fetched texel and uniforms at the entry point, and unwraps the result. This drops the shader_node/Item incompatibility guard. Register rank adapters for the adjustment enums.

* Update the rank polymorphism roadmap for the landed shader-node and adjustments chunk

* Rename the GPU Item stand-in to ShaderItem, aliased as Item at its shader-node import sites

* Flip the vector shape generators to emit rank-0 Item<Vector>

The shape generators (Rectangle, Circle, Ellipse, Arc, Spiral, Polygon, Star, Arrow, Line, Grid, QR Code) each produced exactly one shape wrapped in a singleton List<Vector>. Emit Item<Vector> directly so they connect to the rank-0 content connector of the migrated Transform node. Downstream List consumers receive the value through the existing Item to List promotion.

Relax the element-wise validation so a `()` (generator) primary may return Item<T> without being element-wise. Adapt the Repeat on Points test, which still takes a List content connector, by raising the generator's Item output through a singleton wrapper node.

* Parse ranked Item<T> parameter defaults against the bare element type

A ranked `Item<T>` parameter's default value is a bare, unranked `T` (promoted to the wire at resolution), but the preprocessor was handed the wrapped `Item<T>` type and could not parse the literal, flooding the console with warnings and dropping the defaults. Key the field's default_type metadata off the peeled element type for concrete ranked parameters, leaving generic `Item<T>` primaries and skip_impl nodes untouched.

* Parse an element-wise primary's scalar default against the bare element type

An element-wise node's primary reports its default_type as the List wire form so an unconnected primary defaults to an empty list. But when the primary carries a scalar `#[default]` (such as Root's radicand), that literal must parse as a bare element, not a List. Key the primary's default_type off the bare element type when it has a Default value source, keeping the List form otherwise.

* Add the DashPattern value type for stroke dash sequences

Introduce a rank-0 DashPattern value type (a Vec<f64> of alternating dash and gap lengths) so a stroke's dash pattern is a single frameable value rather than a rank-1 List<f64>. Register it as an auto-generated TaggedValue variant, parse its default from a comma or space separated string, and register its rank adapters. Not yet wired into the Stroke node.

* Rank the Fill and Stroke nodes element-wise and give Stroke a DashPattern connector

Migrate Fill and Stroke to element-wise Item<V> primaries (over Vector and Graphic element types) via a new element-level VectorItemMut trait, so styling one shape yields one shape and rank is preserved instead of promoting the input to a singleton List and emitting a List. The macro derives the List-mapped variant for genuine collections.

Wire the Stroke dash sequence to the new rank-0 DashPattern value type, collapsing the old content x paint x dash cartesian and dropping the IntoF64Vec trait. Update the stroke properties dash widget, the drawing tool, and graph-operation plumbing to read and write DashPattern, and migrate legacy F64Array, F64, and String dash inputs on document open.

Assign Colors stays a whole-collection node: each element's gradient position depends on its index among all siblings, which the element frame does not expose, so it keeps its List primary and the VectorListIterMut trait.

* Register rank adapters for the ranked Stroke enum parameters

The element-wise Stroke node ranks its align, cap, and paint order parameters as Item<StrokeAlign>, Item<StrokeCap>, and Item<PaintOrder>, but those enums lacked promotion adapters, so a bare default enum value could not be promoted to its Item wire and no Stroke variant resolved ("No construct found for node"). Register their rank adapters alongside StrokeJoin.

* Display Item wires in the Data panel without a List's ID column

Add a TableItemLayout impl for Item<T> and recognize Item wire types when introspecting graph data. An Item holds a single element, so it renders as a one-row table of the element plus its attributes with no leading index column, and it labels as its element type T rather than a List's T[]. Add ItemAttributeValues::get_any for the attribute widget dispatch.

* Register MonitorNode for Item wire types so the Data panel introspects them directly

Graph introspection wraps the inspected output in a generic MonitorNode typed to the wire. Without Item<T> monitor registrations, an Item<Vector> output could only be monitored after an Item to List promotion, so the Data panel captured and displayed a List<Vector> despite the connector being Item<Vector>. Register monitors for the Item types the element-wise nodes emit, and add the matching Data panel downcast entries.

* Color and double Item/List wires and cleave layer-stack connectors in the node graph

* Route wire color and rank through hidden nodes and refresh them on type changes

* Rework the DashPattern connector conversions with element-wise promotion and an explicit reducer node

* Rank the remaining value, context, aggregation, and transform nodes onto Item<T> wires

* Back DashPattern with a List<f64> so the Data panel can introspect its lengths

* Carry a single Item<T> through varargs so the Read context nodes emit Item<T> not List<T>

* Relax rank validation for aggregation shapes, add element adapters, and match variants by fewest promotions

* Rank the remaining bare and unnecessarily-List connectors across the node catalog

* Add Graphic::None and the FillChoice paint value, making colors and gradients plain values

* Rename GradientStops to Gradient and the legacy Gradient/Fill structs to LegacyGradient/LegacyFill

* Restore generator frame-from-params ranking to the roadmap as a planned stage

* Rename the ranked-field adapter identifier from PromoteNode to FieldAdapterNode to reflect its full contract

* Unload only the wires whose displayed style changed when types update

* Peel wire rank in the editor's semantic type checks so rank-0 layers are recognized

* Restore the whole-List Transform variant so rank-1 content wires resolve again

* Register the Item wire forms for the Memoize and Context Modification infrastructure nodes

* Give every ranked connector a field adapter and add numeric cast variants for legacy wires

* Key a ranked param's type default off its Item wire form when no literal default exists

* Inherit the layer's content value when splicing a node into an empty chain

* Migrate stale List-form TypeDefault inputs to the definition's current default

* Generate the mapped wire variant only when the element-wise node has a frame source

* Let a bare wire feed a List connector via a wrap-raise adapter, costed as two rank steps

* Add a zip companion to the whole-List Transform so ranked List parameters pair per slot

* Add the Sum, Average, Minimum, Maximum, Any, and All list reducers

* Convert the measure family to element-wise Item kernels per the audit classification

* Prefer the bare element value over the Item type default so ranked params keep their widgets

* Rename GradientStopsUI to GradientUI

* Split Fill's optional transform into a _has_transform bool and a ranked _transform matrix

* Rename the migration-only OptionalDAffine2 TaggedValue to LegacyOptionalDAffine2

* Flow byte buffers as Item<Resource> instead of List<u8> across the byte nodes

* Macro-generate the list-content wire variant, retiring the hand-written Transform-zip, Area, and Centroid companions

* Let ()-primary generators take ranked params and frame over them via the mapped variant, ranking Circle's radius

* Rank the vector shape generators' params to Item, adding a rank-aware input grab to the introspection harness

* Rank the value, color, and text generator params to Item

* Rank the raster, web-request, and context-reader generator params to Item

* Fix the repeat and brush test wirings left behind by the param-ranking sweeps

* Delete the vestigial Some, Unwrap Option, and Size Of debug nodes

* Delete the Attach Attribute node, folding its role into Write Attribute

* Add the Filter and Sort list companion nodes

* Guard the removed-definition migration swap target with a test

* Add the Box Corners value type in place of the rectangle corner radius list

* Split Text to Vector's per-glyph mode into a Text to Vector Glyphs node

* Rank the Combine Channels node's channel connectors to Item

* Make Map Points an element-wise node

* Delete the deprecated Upload Texture node

* Update the implementation roadmap to reflect the landed stages

* Let monitor introspection read rank-0 wires, locking in the layer coercion promotion path

* Prefer the rank-0 default when disconnecting a rank-capable input

* Make Path Modify an element-wise node

* Wrap node paths in a NodeIdPath newtype so they flow as a single Item

* Give Item<Raster<CPU>> a default so an unconnected Brush background resolves

* Stop the Brush node from setting layer attributes its paint operation doesn't produce

* Present-gate Flatten Path's adopted layer path like its fill and stroke

* Gate carried layer attributes on static column presence, not runtime values

* Give the remaining graphic Item<T> types a default so unconnected primaries resolve

* Dispatch a ranked param's Properties widget from its rank-0 element type

* Make Extract Transform an element-wise node, restoring the Origins to Polyline body

* Rename Flatten Path to Combine Paths

* Stamp Legacy Layer Extend's adopted layer path as a readable NodeIdPath

* Drop the dead List<u8> and List<NodeId> wire rows

* Rank Flatten Graphic's Fully Flatten toggle to Item

* Update the implementation roadmap with the endgame scope

* Make Combine Paths a reducer that collapses the whole frame into one path

* Stop type-converter nodes from carrying the source's unrelated attributes

* Format the Origins to Polyline regression test

* Wrap the Brush node's trace in a BrushTrace newtype so it flows as one value

* Make Switch a framed element-wise select, bundling whole collections

* Widen and align element-type coverage across the list and graphic nodes

* Register the compiler's cache chain pair for every ranked enum and newtype wire

* Fix wire colors for Passthrough outputs, bundled lists, and bools, and widen list wires

* Represent List wire types structurally with Type::List, replacing name-parsed rank promotion

* Treat scope and data fields as environment, rank scope wires as Item, and feed the render boundary through a context vararg

* Delete the vestigial Clone debug node

* Reinstate Upload Texture as an element-wise node and fix the GPU variants' scope executor and rank adapters

* Rename Combine Paths back to Flatten Path, deferring that rename to its own PR

* Deduplicate the promotion adapter registrations into the field adapter macro

* Rank Write Attribute's value connector to Item<AttributeValueDyn>, retiring the UnwrapItem bridge

* Vertical wire styling

* Store the editor layer path attribute as a bare NodeIdPath, not an Item<NodeIdPath>

* Rank Context Modification's features connector to Item<ContextFeatures>, dropping the dead memoize row

* Rank Path Modify's modification parameter to Item<Box<VectorModification>>

* Rename the field adapter node family to input adapter

* Drop the dead bare scalar rows from Context Modification's implementations list

* Move the dynamic executor's test module into its own file

* Drop the registry's unreachable bare rows for Memoize, the cache chain, and ConvertNode

* Materialize stored TaggedValues as ranked Item wires at the source

* Remove the bare-wire promotion and adapter machinery made dead by ranked value materialization

* Plant the input adapter for List-only inputs, composing position conversion from standard rows

* Consolidate Into/Convert conversions into the input adapter umbrella and rename the rank adapter identifiers

* Fix grouped layers gaining a phantom None stack element from the FillChoice default hijacking every List<Graphic> disconnect

* Enforce ranked node inputs in the macro, rejecting bare wire declarations

* Remove the unit Context => () machinery rows, leaving () purely as the no-primary sentinel

* Add a --signatures rank-audit mode to node-docs for the ranked-wire migration

* Remove the node-docs --signatures rank-audit mode now that ranked wires are enforced

* Migrate legacy no-color values on the Black & White, Color Overlay, and Empty Image color inputs

* Rewrite the element-wise accessor wire type at the primary input, not raw index 0

* Register the cache chain for Resource wires, replacing the lone hand-written Monitor row

* Gate the remaining Raster<GPU> registry rows behind the gpu feature

* Let List<DVec2> wires erase to ListDyn for the attribute reader and element counter

* Rename Extract Element to Item at Index, Count Elements to List Length, and Omit Element to Remove at Index

* Store paint picks as plain color/gradient values, removing the FillChoice value type

* Code review restructuring

* Sort by the consumed sort_key attribute or natural element order, adding the Sort Key node

* Remove the new list-combinator and reducer nodes to defer them to a follow-up PR

* Parse Fill and Stroke color defaults through the paint wire's Graphic element

* Emit ranked implementation-row default types structurally so their element TypeIds survive to default-literal parsing

* Exempt the deliberate no-paint choice from the stale List-form TypeDefault migration

* Migrate the legacy 4-input Fill directly to the split has-transform shape

* Upgrade the demo artwork

* Fix the valid AI review findings: Item eq/hash contract, table-era no-paint migration, quantize List rows, and other smaller issues

* Remove the rank polymorphism working documents

* Hash Item attribute values directly instead of debug-formatting them, speeding up cached evaluation

* Replace the data panel's dead bare-wire downcast arms with full coverage of the ranked monitor row types

* Derive PartialEq for Item now that attributes participate in equality

* Extend the data panel's attribute dispatchers with the newly supported scalar and choice enum types

* Add List monitor rows for the framed numeric conversion outputs so inspecting them resolves, with matching data panel arms
2026-09-08 16:03:01 +00:00

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+++ title = "Student projects" template = "book.html" page_template = "book.html"

[extra] order = 4 # Chapter number +++

Graphite offers a number of opportunities for students to contribute by building a self-contained project as part of a structured format. These projects are designed to be completed over several months and are ideal for Google Summer of Code or similar internship programs, solo or group university capstone projects, and other arrangements. Each project has a distinct focus and is a great way to make a meaningful contribution to open source over the length of the program while receiving mentorship and guidance from the Graphite team.

Student projects require adherence to a set schedule with regular check-ins, milestones, and evaluations. The structured setting is designed to provide a supportive environment for students to learn and grow as developers while gaining real-world industry experience from collaborating on a sizable software product and remaining accountable to stakeholders. It's our goal to make sure you succeed!

Use this contributor guide to start out with the code. Then when you're ready, reach out through Discord and use the #🎓student-projects channel to discuss and work towards proposing a project with the Graphite core team.

AI contribution policy

Be sure to familiarize yourself with our AI contribution policy before getting involved with the Graphite code base. Proposals also must not be written by AI or else they will be rejected.

Google Summer of Code

GSoC is a program offering students a stipend for successful completion of an internship-style experience with an open source organization. Read about how it works.

Graphite participated in GSoC 2024 and 2025 and we anticipate doing so again in 2026 if our organization is accepted back. We accept year-round contributions; getting involved early is a great way to have a head start and stand out in your application in the upcoming program.

Writing a proposal

Writing a good proposal is an important step that demonstrates your understanding of the project and your ability to think ahead and execute it. A well-defined plan will set you up for success throughout the rest of the program.

For proposal writing guidelines and requirements: click here

You are encouraged to reference the project idea list below to find several potential projects suited to your experience, interest, and choice of scope. Then, you must reach out to a core team member through Discord to discuss your plan in detail before writing a proposal. This will help you understand the project's scope and requirements and develop a detailed timeline for your expected summer-long work schedule. Importantly, it will also help us understand your background and capabilities to offer you feedback and suggestions for the best outcome in the competitive applicant selection process.

When it comes to writing the proposal, which you will submit to the GSoC application website, we offer some guidelines below:

  • Proposal structure: Please consult the Blender GSoC application template as reference for our desired format. For project ideas already listed below, omit the "Benefits" section. Remember: don't waste your—and our—time restating information that we already know, like background info about Graphite or our tech stack; we just want to hear your thoughts and plans about what you uniquely bring to the table and how you'll execute the project. Proposals should be utilitarian, not formal, while also demonstrating your professional communication skills. Using an LLM to write your proposal won't be to your advantage.
  • Experience: We're especially interested in your background and work experience, so attaching a résumé or CV is an optional but recommended way to help us understand your capabilities. If able, please also include links to past open source contributions or personal projects in the bio section. Our goal is to provide an environment for you to learn and grow as a productive software engineer and team collaborator, not to help you learn the basics of coding, so any included work examples will help us understand your potential as a self-motivated contributor to the open source community.
  • Work timeline: Your goal is to write a proposal that inspires confidence in your ability to successfully complete the project, which means understanding in detail what's involved at a technical level and how you plan to tackle it. A detailed work timeline is the most important written part of your proposal. It should be broken into weekly milestones with a couple sentences of technical detail. The summary in the project idea list below doesn't give enough information to develop a timeline, so you'll need to discuss this with the core team on Discord.
  • Prior PRs: The largest factor in our selection decision will be the quality and extent of your prior contributions to Graphite made during the proposal formulation period (or before, if applicable). Include a link to https://github.com/GraphiteEditor/Graphite/commits?author=YOUR_GITHUB_USERNAME in your proposal and feel free to write up a summary of what you've contributed and learned from the process. You may also keep contributing during the month after applications close, before we've finalized our selections, for those additional PRs to be considered.

Project idea list

Projects listed below vary considerably in their required skills and technical background. Some are very research-heavy and are only suited for students with years of self-motivated learning and project development in adjacent topics. Others have a more general focus and are approachable to a wider range of students. Please pay close attention to the "Needed Skills" and "Difficulty" indicators so you don't waste your opportunity applying to a project we don't think you're a good fit for.

Graphene language bidirectional type inference

Graphene needs to implement a more powerful type system so a generic type may be inferred based on surrounding context of the type's usage constraints.

  • Possible Mentors: Dennis
  • Needed Skills: Rust, type theory, programming languages theory, past experience implementing such a system
  • Project Size: Large (GSoC: 350 hours)
  • Difficulty: Hard
  • Expected Outcomes: A complete implementation to upgrade the current limited type inference system. The new system should work like Rust's, where variables of unknown types can be given a type satisfying the later usages of the variable.

Consider a node with a generic input parameter which is connected to a node supplying a concrete type. As long as the type is one that satisfies the constraints of the generic parameter, this is valid. The current system checks for this single-directional constraint. But many cases arise where this is insufficient. For example, if the generic parameter is used in multiple places with different constraints, the system needs to be able to infer a type that satisfies all of those constraints.

For additional technical details: click here

Read more about HM type inference, a powerful (but potentially more complex than necessary) model. See also the GitHub issue describing this, where you can ask questions if needed. This is an advanced topic and only suitable for individuals who have already implemented a similar system in a programming language or compiler project before.

Node equivalence rewriting

A sequence of nodes may perform operations on data that can be expressed using fewer equivalent nodes, and users may often wish to perform such simplifications.

  • Possible Mentors: Dennis
  • Needed Skills: Rust, graph theory, algorithm design
  • Project Size: Large (GSoC: 350 hours)
  • Difficulty: Hard
  • Expected Outcomes: A system for classifying and tracking data transformations symbolically within the DAG of the node graph. A system for applying rewrite rules to selected portions of the graph to produce an equivalent graph with fewer nodes. Integration with the editor to allow users to apply simplifications to selected nodes, especially to transforms and geometry.

Oftentimes, node graphs contain redundant steps that collectively perform a simpler operation. For example, two Transform nodes may produce the same result as a single Transform node with the combined transformation. Or a node that generates a star shape, then a Path node that applies a differential modification to its geometry, may be equivalent to a single Path node that produces the same geometry in one step. This project is about architecting and integrating a system for tracking classes of data transformations, like transforms or geometric modifications or appearance changes, and allowing the user to select the redundant nodes to collapse or "bake" them into a simpler graph with identical output. This is sort of like selecting the terms of a math expression and applying algebraic simplification rules to reduce it to its simplified form.

For additional technical details: click here

This is best for someone with an interest towards graph theory and compiler optimization topics like E-graphs. Additional detail is provided in the GitHub issue including some introductory explanation about E-graphs from a Rust crate that implements them, egg.

Machine learning architecture

AI/ML image/vision models for content editing will need to run in Graphite's node graph with a Rust-centric, modular, portable, deployable, scalable environment.

  • Possible Mentors: Oliver
  • Needed Skills: Machine learning (and potentially: Rust, Python, ONNX, Burn)
  • Project Size: Large (GSoC: 350 hours)
  • Difficulty: Hard
  • Expected Outcomes: Specifics will vary by proposal. In general, a useful end-to-end integration of at least one image model into Graphite's node graph which can run both locally and deployed to a hosting provider server.

AI/ML is filling a rapidly growing role in the industry as a tool in some creative processes. Graphite's procedural node-based workflow is uniquely suited to leveraging the power and flexibility of AI nodes.

Segment Anything 2 (object segmentation) and Depth Anything 3 (depth estimation) are currently the models we are most interested in integrating. The challenge is settling on an architecture and tech stack which is well suited for Graphite's requirements.

For additional technical details: click here

The approach should be extensible to future models. It needs to run fast and natively on the assorted hardware of local user machines with hardware acceleration. It should be a one-click installation process for users to download and run models without requiring dependencies or environment setup. Ideally, it should allow the more lightweight models to run locally in browsers with WebGPU. It needs to also be deployable to servers in a scalable, cost-viable manner that reuses most of the same code that runs locally. Runtime overhead, cold start times, and memory usage should be minimized for quick, frequent switching between models in a node graph pipeline. The tech stack also needs to be permissively licensed and, as much as possible, Rust-centric so it doesn't add complexity to our Wasm and desktop build processes.

To meet most of these criteria, our current thinking is to distribute and run our models using the ONNX format. This would integrate ONNX runtimes for WebGPU, native, and GPU cloud providers. One challenge is that many of the best-performing models are not packaged in ONNX format, but this approach also allows for direct implementation of model architectures in Rust.

Burn is Rust's most promising and advanced machine learning framework, and in addition to Rust model implementations, it also supports ONNX model loading for conversion into its native format.

Another potential direction is to find a portable, modular, lightweight approach for bundling existing Python-based models. It would need to work across simple and complex models with different architectures. License compliance, if GPL code is involved, would be a consideration.

Based on the experience and insight brought to the table by the student, the nature of the project should be defined through preliminary discussions with the mentors and codified in the proposal. Machine learning and MLOps are fields that Graphite's team lack deep expertise in, so we are looking for a knowledgable student who can bring forth a well-researched and well-architected proposal and then execute on it.

Generalized graphical data rendering representation

Rendering graphical content like colors, gradients, patterns, and whole other layers needs to be possible in a more flexible way that can target the fills and strokes of vector shapes.

  • Possible Mentors: Keavon
  • Needed Skills: Rust, SVG
  • Project Size: Medium or Large (GSoC: 175 or 350 hours)
  • Difficulty: Medium
  • Expected Outcomes: Improved SVG and Vello renderer implementations that can handle a wider variety of paint types and effects. Support for every combination of paint type with its application to fills, strokes, and full-canvas drawing. Inclusion of the specified paint source types in the graphical data model and appropriate nodes for generating and handling such data.

Presently, Graphite has a limited methodology for defining what gets painted when rendering vector shape fills and strokes. Solid colors and spatially positioned gradients are supported for fills, but only solid colors for strokes. Also, gradients cannot be painted across the entire canvas, and patterns do not exist at all yet. This project involves refactoring the renderer and data model to support a more generalized representation of paint sources that can be applied to fills, strokes, and entire layers. It deprecates the current solid/gradient/none selection for fills and solid/none selection for strokes in favor supporting anything that could be painted as a layer.

For additional technical details: click here

An extended description and a list of child issues is available in the GitHub issue. A large-sized project would likely include support for the polyfilled gradient types described in the sub-issues of this task.

Marquee selection masking

Graphite's raster editing features requires the implementation of Select mode, where users can draw a mask which becomes a marquee (marching ants) selection.

  • Possible Mentors: Keavon
  • Needed Skills: Rust, computer graphics
  • Project Size: Large (GSoC: 350 hours)
  • Difficulty: Medium
  • Expected Outcomes: Complete implementation of Mask mode and its marquee selection. Marching ants visualization shader effect. Integration of selection mask with the node graph and raster editing tools. Useful raster editing workflow.

A central part of the workflow in raster image editors is the selection of portions of the image to constrain manipulations just to the masked areas. Tools such as the circular and rectangular marquee, lasso, and magic wand are used to create masks. Instead of using dedicated tools, Graphite's design reuses the existing vector and raster drawing tools (like Rectangle, Ellipse, Pen, and Fill) to create masks in a dedicated Mask mode. Returning from Mask mode reveals the marching ants selection that constrains further editing operations.

This is a key feature in Graphite's evolution to a fully-featured raster editor.

Testing and performance instrumentation

Graphite has many areas that could benefit from better automated testing for bugs and performance regressions.

  • Possible Mentors: Dennis
  • Needed Skills: Rust, unit testing
  • Project Size: Small (GSoC: 90 hours) or larger if proposed
  • Difficulty: Easy
  • Expected Outcomes: Specific focus and scope may vary by the student's interests and proposal. In general, a significant increase in the coverage of tests in useful code areas (such as document loading, tool manipulation, and rendering) and attention towards systems which measure performance metrics and identify bottlenecks and regressions.

Graphite could benefit from better testing coverage in a number of areas, especially end-to-end testing in the tool, document, and node graph systems. This project is about identifying and addressing areas that are lacking and most vulnerable to suffering from regressions. The student will be responsible for identifying areas that could benefit from better testing.

Your own idea

If you have an idea for a project that you think would be a good fit, we'd love to hear it!

  • Possible Mentors: Varies
  • Needed Skills: Varies
  • Project Size: Varies
  • Difficulty: Varies
  • Expected Outcomes: Stated in your proposal.

If none of the projects above suit your interests or experience, we are very open to discussing your own project ideas that could benefit Graphite. You may consult our task board and roadmap to get a feel for what our current priorities are.

As is the case with all projects, please discuss this with us on Discord to flesh out your idea. Unsolicited proposals that have not been discussed with us will almost certainly be rejected.