Upgrade to Pro
— share decks privately, control downloads, hide ads and more …
Speaker Deck
Features
Speaker Deck
PRO
Sign in
Sign up for free
Search
Search
Fast Image Manipulation
Search
Sponsored
·
Your Podcast. Everywhere. Effortlessly.
Share. Educate. Inspire. Entertain. You do you. We'll handle the rest.
→
patr1ck
May 11, 2012
Programming
2
510
Fast Image Manipulation
From Cocoaheads SF, May 10th, 2012
patr1ck
May 11, 2012
Tweet
Share
More Decks by patr1ck
See All by patr1ck
Ember.js in 10 Minutes
patr1ck
11
950
Other Decks in Programming
See All in Programming
Go 1.26でのsliceのメモリアロケーション最適化 / Go 1.26 リリースパーティ #go126party
mazrean
1
370
The Ralph Wiggum Loop: First Principles of Autonomous Development
sembayui
0
3.7k
Codexに役割を持たせる 他のAIエージェントと組み合わせる実務Tips
o8n
3
1.2k
Codex の「自走力」を高める
yorifuji
0
1.1k
AI主導でFastAPIのWebサービスを作るときに 人間が構造化すべき境界線
okajun35
0
670
The Past, Present, and Future of Enterprise Java
ivargrimstad
0
380
ご飯食べながらエージェントが開発できる。そう、Agentic Engineeringならね。
yokomachi
1
290
今、アーキテクトとして 品質保証にどう関わるか
nealle
0
210
Takumiから考えるSecurity_Maturity_Model.pdf
gessy0129
1
130
SourceGeneratorのマーカー属性問題について
htkym
0
180
TipKitTips
ktcryomm
0
160
AHC061解説
shun_pi
0
350
Featured
See All Featured
Making Projects Easy
brettharned
120
6.6k
世界の人気アプリ100個を分析して見えたペイウォール設計の心得
akihiro_kokubo
PRO
67
37k
コードの90%をAIが書く世界で何が待っているのか / What awaits us in a world where 90% of the code is written by AI
rkaga
60
42k
GraphQLの誤解/rethinking-graphql
sonatard
75
11k
Done Done
chrislema
186
16k
Code Reviewing Like a Champion
maltzj
528
40k
What the history of the web can teach us about the future of AI
inesmontani
PRO
1
460
職位にかかわらず全員がリーダーシップを発揮するチーム作り / Building a team where everyone can demonstrate leadership regardless of position
madoxten
61
52k
Optimizing for Happiness
mojombo
378
71k
A Modern Web Designer's Workflow
chriscoyier
698
190k
The AI Search Optimization Roadmap by Aleyda Solis
aleyda
1
5.4k
Art, The Web, and Tiny UX
lynnandtonic
304
21k
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