The system has a resonant frequency that depends on the damping, mass of the motor, and brush friction. Those set a hard limit on the maximum possible speed.
PDI will get you close to that speed, but there's always going to be a trade-off between speed and accuracy.
From the test, you're still quite a way out from perfect repeatability. (I prefer the automated version, because the smoother strokes look slightly better.)
I suspect you'll find that PDI with a thicker medium like oils/acrylics will be harder because the brush friction will be less consistent. And in fact real paintings are often created with a range of brush sizes and perhaps a range of palette knives - so building a robot to handle all of that isn't going to be trivial.
[0] http://www.geckodrive.com/gm215-step-motor-motion-controller...
The problem is I need it to also be fast enough to fee lag free for the artist.
It also might be that you're supplying too much or too little current to the motors - both will result in jerkiness and noise. If your current drivers are current limiting, I'd look into tuning that. If they aren't, the ones I linked are.
The problem though is that the actual brush strokes are different from a brush stroke generated in Photoshop. Controlling the machine lets them see the final output in real time, so they can paint it more like a real physical painting, and then the robot can reproduce the physical painting.
I think in the next demo it'll be more evident the difference between lines on the computer and physically rendered brush strokes.
That being said, turning digital artwork into physical is still an interesting problem domain since artists can't be expected to all come wield my machine. I'd like an artist to be able to remotely work the machine in some manner.
I have used this to good effect for smoothing head tracker data.
A better ramping scheme is to use constant-jerk acceleration. If you plot velocity over time, the acceleration and deceleration segments look like the letter 'S', which is why this is also referred to as S curve ramping.
The gist of it is that an axis has some maximum acceleration it can achieve, Amax. Accelerating faster than Amax in a stepper motor means that the motor cant execute all of the steps you send it. To achieve constant jerk acceleration, you increase the acceleration constantly until you've reached Amax. Then you accelerate at constant acceleration for some time. Finally, you decrease your acceleration constantly until it reaches 0. Obviously, you want this ceasing of acceleration to coincide with achieving the desired velocity. You first find the two constant-jerk sections times, and then deduce the constant-acceleration section's time. The amount of jerk used is determined by how much extra time you're willing to spend in comparison to constant-acceleration ramping.
The downside is increased computation. Constant-acceleration ramping only needs to solve for time in a 2nd order equation, which is just the quadratic formula. Constant-jerk ramping must solve for time in a 3rd order equation, a much more computationally intensive task. This explains why its normally a feature only found in high end CNC controllers.