Hello all,

Yes I've posted tangential posts in the past but I'm returning to this work 
after a hiatus and would like to make sure I'm using the correct 
library/technologies as I dive back in.

I'm looking to use an osg-compatible post-processing library that is capable of 
the following:

input: 32-bit float framebufferobject
processing step 1: get global min, max, mean, histogram required for step 2
processing step 2: histogram equalization converts to 8-bit unsigned int
processing step 3: add motion blur
processing step 4: add fixed and/or random noise
output: screen-sized quad of the results

I had a basic setup working last year using osgCuda, but I would like to try to 
move away from cuda/opencl and towards a shader approach for increased 
portability.  As I see it this means using either osgPPU or 
osgFX::EffectCompositor, which is part of Wang Rui's osgRecipes.  I know that 
these two libraries do similar things, but since neither is part of the 
officially maintained 1st-party OSG distribution I'm trying to figure out which 
is likely to see the most support going forward, and which might be best suited 
for the processing steps I've listed.  In particular I worry about the min, 
max, mean, and histogram calculations and whether these can be done more easily 
using computer shaders than in the past when more complicated parallel 
reduction algorithms were required.

Any comments on this?  Thanks,

-Ethan

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http://forum.openscenegraph.org/viewtopic.php?p=56737#56737





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