Re: [FilmGimp] Re: [Gimp-developer] Film Gimp and GIMP

2002-12-10 Thread Sven Neumann
Hi,

Stephen J Baker [EMAIL PROTECTED] writes:

 So, I was pointing out that floating point imagery is soon going to
 be important to many other user communities outside of the film industry
 and it follows that floating point images ought to be loadable, editable
 and save-able from within mainstream GIMP.
 
 IMHO, that's a better route to take than going to 16 bit or even integer
 32 bit.

the plan is not to have 16 bit or 32 bit or floats but to offer a
framework that allows to handle image data more or less independently
of its representation. GEGL is the framework and it already supports
floating point, 8bit and 16bit integer. Adding more data formats
shouldn't a the major problem.


Salut, Sven
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Re: [FilmGimp] Re: [Gimp-developer] Film Gimp and GIMP

2002-12-10 Thread Patrick McFarland
On 10-Dec-2002, Sven Neumann wrote:
 the plan is not to have 16 bit or 32 bit or floats but to offer a
 framework that allows to handle image data more or less independently
 of its representation. GEGL is the framework and it already supports
 floating point, 8bit and 16bit integer. Adding more data formats
 shouldn't a the major problem.

This is why I want film gimp to use gegl at its core, instead of the old gimp
engine. Gimp and Film Gimp cant be limited in any way in the core of the
program, so being able to support any bitdepth is extreamly important.

Though, what needs to happen is that the internal rendering core, and all
plugins need to support _atleast_ one major format, and that would be RGB/RGBA 
32-bit float (aka spfp) per channel. 

Preferably, gegl would choose the best format (RGBA spfp for RGB, CYMK spfp 
for CYMK, and maybe a YUV spfp format? That could be useful for film gimp)
for rendering and data transmission between modules/plugins. (It would choose
the highest bitdepth option for the colorspace.)  

-- 
Patrick Diablo-D3 McFarland || [EMAIL PROTECTED]
Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd 
all be running around in darkened rooms, munching magic pills and listening to
repetitive electronic music. --Kristian Wilson, Nintendo, Inc, 1989


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Re: [FilmGimp] Re: [Gimp-developer] Film Gimp and GIMP

2002-12-09 Thread Stephen J Baker
On Fri, 29 Nov 2002, Sam Richards wrote:

 I would like to stress that some of the film-industry interest in
 filmgimp is as much for the floating point as the 16 bit. The need for
 floating point is for High Dynamic Range imagery which is used as a
 lighting tool, and not for final delivery. So while I can believe that
 many films can sucessfully be rendered in 8-bit, its quite possible that
 at least some of those films will be using HDR imagery, so there will be
 a need for a paint system that can help touch up these images.

Notice that the latest series of graphics cards from nVidia and ATI
(and others) support floating point all the way through to the frame
buffer.  This will mean that the 3D rendering community (games, simulation,
etc) will be very interested in floating point image processing and
storage in the very near future.

I would urge everyone to consider floating point pixels rather than
just going to 16 bit.  This is a big change and you only want to make
it once.


Steve Baker  (817)619-2657 (Vox/Vox-Mail)
L3Com/Link Simulation  Training (817)619-2466 (Fax)
Work: [EMAIL PROTECTED]   http://www.link.com
Home: [EMAIL PROTECTED]   http://www.sjbaker.org

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Re: [FilmGimp] Re: [Gimp-developer] Film Gimp and GIMP

2002-12-09 Thread Patrick McFarland
On 09-Dec-2002, Stephen J Baker wrote:
 On Fri, 29 Nov 2002, Sam Richards wrote:
 
  I would like to stress that some of the film-industry interest in
  filmgimp is as much for the floating point as the 16 bit. The need for
  floating point is for High Dynamic Range imagery which is used as a
  lighting tool, and not for final delivery. So while I can believe that
  many films can sucessfully be rendered in 8-bit, its quite possible that
  at least some of those films will be using HDR imagery, so there will be
  a need for a paint system that can help touch up these images.
 
 Notice that the latest series of graphics cards from nVidia and ATI
 (and others) support floating point all the way through to the frame
 buffer.  This will mean that the 3D rendering community (games, simulation,
 etc) will be very interested in floating point image processing and
 storage in the very near future.
 
 I would urge everyone to consider floating point pixels rather than
 just going to 16 bit.  This is a big change and you only want to make
 it once.

Erm, thats kinda cool, but unless we can access that framebuffer, it wont be
useful to us. We'll still be stuck writing to the 8bit per channel 2D
framebuffer. (Now, of course, we could chop the final display image into GL 
texturers, and display that, but that requires a spfp per channel GL texture
mode.)

Ive been asking for spfp per channel rendering for a totally different reason:
not only can you have numbers above pure white ( 1.0) and below pure black
( 0.0), but you can properly use SSE to accelerate FP calculations (using gcc
3.2.x and up with -msse and -mfpu=sse,387. On my Intel P3, apps that heavly
used spfp math had a speed increase of 2x-4x, all due to the extra execution
units chugging along.)

This also helps with HDR too. HDR is a spfp per channel storage mode, used by
several high end industry apps. Those included is Lightwave, the famous 3D
modeling/rendering application. With HDR enabled (and saving in a HDR format),
you can alter the final image to bring out more detail from shadows and such
by just altering the gama ramp, Due to the huge ammount of data, you wouldnt 
notice the difference the fixed copy, and the entire image rerendered with 
new lighting settings to correct the mistake: the least significant bit of
data is still below even 16-bit per channel display modes.

-- 
Patrick Diablo-D3 McFarland || [EMAIL PROTECTED]
Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd 
all be running around in darkened rooms, munching magic pills and listening to
repetitive electronic music. --Kristian Wilson, Nintendo, Inc, 1989


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Re: [FilmGimp] Re: [Gimp-developer] Film Gimp and GIMP

2002-12-09 Thread Patrick McFarland
On 09-Dec-2002, Stephen J Baker wrote: 
 I'm not suggesting that this would be useful to GIMP - but that other
 developers who are working in 3D using modern rendering hardware will
 soon need support for 32 bit floating point texture maps.
 
 So, I was pointing out that floating point imagery is soon going to
 be important to many other user communities outside of the film industry
 and it follows that floating point images ought to be loadable, editable
 and save-able from within mainstream GIMP.
 
 IMHO, that's a better route to take than going to 16 bit or even integer
 32 bit.

Im not saying Gimp3D here: Im just saying using GL as an advanced framebuffer.
Unless X (or win32) itself supports the spfp bitdepths, then our only recourse
would be to use GL textures as a framebuffer to display the image.

  Ive been asking for spfp per channel rendering for a totally different reason:
  not only can you have numbers above pure white ( 1.0) and below pure black
  ( 0.0), but you can properly use SSE to accelerate FP calculations (using gcc
  3.2.x and up with -msse and -mfpu=sse,387. On my Intel P3, apps that heavly
  used spfp math had a speed increase of 2x-4x, all due to the extra execution
  units chugging along.)
 
 You could use a modern graphics pipeline for that too - but it's a lot less
 friendly to code for - and it won't port to all graphics cards - so it's
 probably not likely to be a thing that GIMP would want to make use of.
 
 On something like an ATI Radeon 9700 or the upcoming nVidia GeForceFX,
 you can create floating point texture maps - and use the incredibly
 fast 'fragment shader' processor to composite, scale, rotate, perspect,
 tile or otherwise process them into the floating point frame buffer,
 then read that back into the CPU at the end.  Whether that's faster
 than doing it in the CPU alone depends on the complexity of the
 per-pixel processing - for complex per-pixel operations, I'd expect
 the graphics card to be able to beat the CPU - but for simple operations
 the data transfer overheads into and out of the graphics card would
 kill you.
 
 The nVidia card also supports a 16 bit 'half float' format which would
 be interesting for HDR.

All of thats basically worthless to us _except_ for non-real preview modes
where it doesnt matter if the image looks perfect, because its just an
approximation. We cant use it for real rendering, because an xcf has to look
the same on _all_ machines that view it. That means no matter what video card
I have, it has to look the same on someone else's box, no matter what video
card he/she has.

The half float mode might be slightly useful for imitating a 16-bit per channel
display. But that goes back to using gl textures as a framebuffer.
 
 There were a bunch of papers at SigGraph last year about rendering
 HDR images on a standard display without losing important visual information.
 
 All interesting stuff.
 

That wouldnt make alot of sense. HDR isnt ment for displaying. Its ment for
holding extra data that otherwise would be lost. For a final end target (eg
png, jpg, dvd) the extra HDR data is thrown out because it is no longer needed.

-- 
Patrick Diablo-D3 McFarland || [EMAIL PROTECTED]
Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd 
all be running around in darkened rooms, munching magic pills and listening to
repetitive electronic music. --Kristian Wilson, Nintendo, Inc, 1989


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Re: [FilmGimp] Re: [Gimp-developer] Film Gimp and GIMP

2002-12-02 Thread Sven Neumann
Hi,

Sam Richards [EMAIL PROTECTED] writes:

 I would like to know what the roadmap for gimp is after 1.4? When is
 the merge for GEGL? Are you planning 16 bit support as a separate
 thing to GEGL? Are there any design docs for 1.3? How much work was
 it porting to GTK2.0?

This document is probably still valid in a lot of points:

   http://developer.gimp.org/gimp-future

We will try to come up with something more uptodate soon.


Salut, Sven

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Re: [FilmGimp] Re: [Gimp-developer] Film Gimp and GIMP

2002-11-29 Thread Sam Richards
Hi,

I am one of the developers of filmgimp, although really I am mostly 
bug-fixing and packaging it at the moment. While I'm not going to 
comment on accuracies of the web site, thats Robins area, but I would 
like to address some of the other issues raised...

Firstly, like everybody else, I would prefer to avoid the split in code, 
and cant wait for GEGL to make it into gimp.. However, I feel that 
filmgimp satifys a short term need which is for a 16 bit and floating 
point paint package, until the 2.0 release happens.

I would like to stress that some of the film-industry interest in 
filmgimp is as much for the floating point as the 16 bit. The need for 
floating point is for High Dynamic Range imagery which is used as a 
lighting tool, and not for final delivery. So while I can believe that 
many films can sucessfully be rendered in 8-bit, its quite possible that 
at least some of those films will be using HDR imagery, so there will be 
a need for a paint system that can help touch up these images.

The next major reason for developing filmgimp is a time-frame issue, VFX 
houses are rapidly moving to linux as their primary platform, and one of 
the many missing apps is a basic paint system (such as matador), the 
hope is that we can develop filmgimp to that level in a short time frame 
(6 months).
The issues that we are dealing with are:
  * More recognisable UI - which generally means make it more photoshop 
like.
 The issue here is that many of our artists will only need a 
paint system once
  in a while, so we need a UI that is familiar to them.
  * Improved brushes (over current filmgimp version).
  * Better layer and channel support, in-particular for alpha channels.

These have been issues that we have had with gimp for quite a while, and 
I think its very interesting that RnH (the main filmgimp developers), 
have been slowly addressing these issues and that their goals are 
extremely similar to ours. I would like to believe that once 2.0 starts 
forming, that all of us start migrating over to that new code-base.

While there has been much talk about merging the filmgimp version back 
into gimp (or even the other way around), the difference are extremely 
large, even more if we talk about 1.3, I also would prefer to see 
filmgimp as a short term solution and rather than spend quite a bit of 
time trying a merge, I would personally prefer to spend the time later 
on 2.0, since most of the work and fixes that we would be doing during 
the merge would need to be redone for 2.0.

I would like to know what the roadmap for gimp is after 1.4? When is the 
merge for GEGL? Are you planning 16 bit support as a separate thing to 
GEGL? Are there any design docs for 1.3? How much work was it porting to 
GTK2.0?

Anyway, I have just joined the gimp-developer list, and will try to be 
more actively envolved, so that hopefully later I can contribute more to 
2.0 down the road.

Thanks...

Sam.



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