A very belated thanks for this advice.  I am just now getting around to 
considering using shaders for my post processing steps and am wondering whether 
you'd advise using osgPPU to accomplish this or whether you rolled your own 
solution?  Are there any example resources you might point me to to show how 
you implement your postdrawcallbacks in tandem with shaders?


Aurelien wrote:
> Hi,
> 
> I used to do post processing with Cuda.
> 
> But I've switched to full GLSL :
> 
> - no compatibility problem
> - no performance overhead due to interoperability
> 
> To compute histogram, you can use the method described in this link :
> 
> http://http.developer.nvidia.com/GPUGems3/gpugems3_ch41.html
> 
> I use it, it's pretty efficient (and really efficient if you don't compute 
> the histogram for the full image, but only 1/4 pixel)
> 
> I've try to compute histogram with compute shader, too, but it doesn't work 
> for now.
> 
> The most difficult in postprocessing is to insert CPU control code, for 
> example to read back values in the histogram and set these values as input 
> for the equalization pass. For this I use a lot of PostDrawCallbacks.
> 
> 
> Cheers,
> Aurelien


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