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patr1ck
May 11, 2012
Programming
2
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Fast Image Manipulation
From Cocoaheads SF, May 10th, 2012
patr1ck
May 11, 2012
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Transcript
Patrick B. Gibson Tilde Inc. FAST IMAGE MANIPULATION
THE PROBLEM.
THE SOLUTION?
OPENGL.
▪ CoreImage in a Nutshell ▪ Problems with CoreImage ▪
OpenGL in a Nutshell ▪ Using OpenGL with CoreImage Effectively OVERVIEW
▪ Apply effects ( lters) to images ▪ Deferred rendering
▪ GPU powered – with caveats ▪ High-level API ▪ Mac OS X version different from iOS version COREIMAGE
CODE. GITHUB.COM/PATR1CK/ TLDCOREIMAGEDEMO
// Create image CIImage *testImage = [CIImage imageWithCGImage:someCGImageRef]; // Set
the new filter value CIFilter *contrastFilter = [CIFilter filterWithName:@"CIColorControls"]; [contrastFilter setDefaults]; [contrastFilter setValue:[NSNumber numberWithDouble:contrastSlider.value] forKey:@"inputContrast"]; // Apply the filter [contrastFilter setValue:testImage forKey:@"inputImage"]; // Get the results CIImage *outputImage = [contrastFilter outputImage]; COREIMAGE
// Get the context CGContextRef context = UIGraphicsGetCurrentContext(); // Render
the image CGImageRef imageRef = [_coreImageContext createCGImage:coreImage fromRect:coreImage.extent]; // Draw it on screen CGContextSaveGState(context); CGContextTranslateCTM(context, 0.0f, coreImage.extent.size.height); CGContextScaleCTM(context, 1.0f, -1.0f); CGContextDrawImage(context, rect, imageRef); CGContextRestoreGState(context); CGImageRelease(imageRef); COREIMAGE
COREIMAGE
DEMO.
▪ Ludicrous speed ▪ Fully GPU powered ▪ Very low
level API ▪ Steep learning curve ▪ But, ludicrous speed OPENGLES
▪ CAEAGLLayer and EAGLContext ▪ Frame buffer ▪ Render buffer
▪ Depth buffer ▪ Stencil buffer, Accumulation buffer (not used here) OPENGLES
glGenFramebuffers(1, &frameBuffer); glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer); glGenRenderbuffers(1, &renderBuffer); glBindRenderbuffer(GL_RENDERBUFFER, renderBuffer); [_eaglContext renderbufferStorage:GL_RENDERBUFFER
fromDrawable:(CAEAGLLayer *)self.layer]; glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderBuffer); glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &backingWidth); glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &backingHeight); OPENGLES
glGenRenderbuffers(1, &depthBuffer); glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, backingWidth, backingHeight); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, depthBuffer); glBindRenderbuffer(GL_RENDERBUFFER, renderBuffer); glViewport(0, 0, backingWidth, backingHeight); [self drawView] OPENGLES
// drawView glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer); glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); [_coreImageContext drawImage:coreImage inRect:self.bounds
fromRect:coreImage.extent]; glBindRenderbuffer(GL_RENDERBUFFER, renderBuffer); [_eaglContext presentRenderbuffer:GL_RENDERBUFFER];
DEMO.
REAL WORLD EXAMPLE: BRESSON
▪ Cheat like crazy ▪ Some CoreImage lters are slow
(CIToneCurve) ▪ CADisplayLink ▪ Do not taunt TLDFastCoreImageView NOTES
THANK YOU.
@PATR1CK GITHUB.COM/PATR1CK/ TLDCOREIMAGEDEMO TILDE.IO