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
patr1ck
May 11, 2012
Programming
2
500
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
940
Other Decks in Programming
See All in Programming
複数チーム並行開発下でのコード移行アプローチ ~手動 Codemod から「生成AI 活用」への進化
andpad
0
190
開発生産性が組織文化になるまでの軌跡
tonegawa07
0
190
全員アーキテクトで挑む、 巨大で高密度なドメインの紐解き方
agatan
8
10k
乱雑なコードの整理から学ぶ設計の初歩
masuda220
PRO
32
15k
Combinatorial Interview Problems with Backtracking Solutions - From Imperative Procedural Programming to Declarative Functional Programming - Part 1
philipschwarz
PRO
0
110
ソフトウェア設計の課題・原則・実践技法
masuda220
PRO
22
17k
CloudflareのSandbox SDKを試してみた
syumai
0
180
Building AI Agents with TypeScript #TSKaigiHokuriku
izumin5210
5
1k
251126 TestState APIってなんだっけ?Step Functionsテストどう変わる?
east_takumi
0
230
TypeScript 5.9 で使えるようになった import defer でパフォーマンス最適化を実現する
bicstone
1
480
All(?) About Point Sets
hole
0
210
r2-image-worker
yusukebe
1
180
Featured
See All Featured
Understanding Cognitive Biases in Performance Measurement
bluesmoon
31
2.7k
Designing for humans not robots
tammielis
254
26k
Fashionably flexible responsive web design (full day workshop)
malarkey
407
66k
Code Reviewing Like a Champion
maltzj
527
40k
Navigating Team Friction
lara
190
16k
The Myth of the Modular Monolith - Day 2 Keynote - Rails World 2024
eileencodes
26
3.2k
Side Projects
sachag
455
43k
Unsuck your backbone
ammeep
671
58k
Context Engineering - Making Every Token Count
addyosmani
9
420
Git: the NoSQL Database
bkeepers
PRO
432
66k
Cheating the UX When There Is Nothing More to Optimize - PixelPioneers
stephaniewalter
285
14k
ピンチをチャンスに:未来をつくるプロダクトロードマップ #pmconf2020
aki_iinuma
127
54k
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