hi batuhan i was once working in this area: http://romanhaefeli.net/projekte/out_of_frame/
however, at this time i had troubles implementing the idea in a way, so that movies with decent resolution and quality could be rendered. my first try of an implemention did indeed use gem, but in a probably not so elegant way: i used [pix_pix2sig~] to convert the incoming live video stream into an audio-signal, so that i could use tables to store the pixel data. this allowed to random-access particular pixels of particular frames very easily. the patch was very slow and in realtime i could only run 160x120 px at 30fps. then i decided to go for a python script in order to apply the process offline on prerecorded footage. but also the python script was _very_ slow (rendering 30s of dv-pal video took ~30min), but i didn't care since i could do it now in arbitrary quality/resolution. the videos from the link above are all done using this python script. after that i started to learn gridflow and encountered, that the implementation of this method is much more straighforward with gridflow than with gem or python (yeah, i know it is kind of stupid to use an interpreted language like python for such an iterative process [720 * 576 * 3subpx * 25fps * 30 s = 933120000 iterations of the very same algorithm for a 30 second movie]. i wouldn't be surprised, if implemented in c it would run in realtime, but i completely lack any c skills). in gridflow you only need a handful of objects and it is faster than my gem-pix-to-sig-to-pix approach and python, though it is still quite slow. i can now run 320x240 * 20fps in realtime. but more important: with gridflow it's quite simple to do and very flexible. ask me again, if you want to see the gridflow patch. a few examples using gridflow in realtime can be shown here: http://romanhaefeli.net/kanada/filmchen/ if you manage to find an implementation that is baed on the gpu, please let us know. at least i would be very much interested. good luck ;-) roman On Sun, 2008-01-06 at 11:21 +0200, Batuhan Bozkurt wrote: > Hello, > > Let me start off by saying that I don't have much experience with > computer graphics, so my knowledge is very limited on this area, I'm > more of an audio guy but I have some ideas in mind that would apply to > graphics well. I just want to experiment. > > I want to give a simple example to show my question. Suppose I have a > video running and I want to delay each pixel between 0 and a maximum > time seperately. This is the most basic time based effect I can think > of. So for a 320x200 video for example, I would need 64000 delaying > units running seperately and to be able to do this in realtime, I think > I'd need to use GPU for computation. > > So I'm thinking of using pixel shaders. But I'm not really sure if this > is possible or not with it. I grabbed the orange book to have an idea > about the process, I did not have much time tolook in detail but I could > not find any references to such an operation that made me think that I'm > on the wrong track. So before going any further learning GLSL, I'd like > to have your ideas on this. > > Is GLSL along with GEM is a nice way to do such an operation? Is it even > possible to do it in realtime? > If GPU powered realtime operation is not possible, is there any tool > that you know that is capable of doing such things(realtime or offline)? > I have many ideas on processes that modifies pixels which are dependant > on the states of pixels before them(i.e. with memory) and I'm trying to > find a way to implement them. Any help is appreciated. > > Thanks > BB > > _______________________________________________ > [email protected] mailing list > UNSUBSCRIBE and account-management -> > http://lists.puredata.info/listinfo/pd-list ___________________________________________________________ Der frühe Vogel fängt den Wurm. Hier gelangen Sie zum neuen Yahoo! Mail: http://mail.yahoo.de
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