Effects algorithms and shader implementation
#1
Posted 20 May 2012 - 07:29 PM
So. As a photographer who uses, of course, photoshop and its myriad of layer and effect styles, I've been increasingly curious of late if the algorithms that drive layer styles and filter effects can be a)known/accessed (I.e., I assume they're not patented and are generally known?), and b)be implemented in shaders? If so, could creative uses of a few passes within a shader be used to, in effect, produce layer styles, blending styles, effects, etc. as is done in Photoshop?
#2
Posted 20 May 2012 - 07:56 PM
b- indeed yes, in a parallel type way, which will give you more performance than photoshop, but youll have to code them in a way so all the fragments can be calculated at the same time (which is how pixel shaders work)
#3
Posted 21 May 2012 - 06:28 AM
#4
Posted 21 May 2012 - 06:34 AM
#5
Posted 21 May 2012 - 10:17 AM
rouncer, on 20 May 2012 - 07:56 PM, said:
To be pedantic, in some jurisdictions (the US?), you cannot legally implement the algorithm if you have studied how the original software does it. It is, however, still legal to do "clean room" reverse engineering, where one person studies how the original works, and writes a detailed specification of exactly what it will produce, and a second person writes the actual implementation.
It's silly, I know.
#6
Posted 21 May 2012 - 11:05 AM
#7
Posted 23 May 2012 - 01:43 AM
#8
Posted 23 May 2012 - 11:51 AM
Learning real time is often more simplified logic than the offline counterpart, take subsurface scattering for example, sure, you can use importance sampling http://www.google.co...DuubwLsviegIVHg but just blurring results in a similar effect for way less computation. http://lesterbanks.c...tic-human-skin/
#9
Posted 23 May 2012 - 06:54 PM
#10
Posted 24 May 2012 - 04:46 PM
#11
Posted 24 May 2012 - 06:39 PM
Reedbeta, on 24 May 2012 - 04:46 PM, said:
It's probably a spambot of some kind. I've seen that a lot lately, seemingly generated content, just barely relevant to the discussion. I think it might be an attempt to build up a more credible history before posting the spam links. Google is obviously working hard to identify spam on forums.
#12
Posted 24 May 2012 - 07:19 PM
#13
Posted 24 May 2012 - 07:33 PM
#14
Posted 24 May 2012 - 07:44 PM
Alienizer, on 24 May 2012 - 07:33 PM, said:
http://xkcd.com/810/
#15
Posted 24 May 2012 - 07:49 PM
#16
Posted 26 May 2012 - 04:08 AM
So, Reedbeta, are such complicated shaders out there for usage for a fellow like me who really doesn't have the mad skillz at this point to code them by hand? Or, are such shaders as the ones you used for such a AAA title kept behind some amount of lock 'n key from indies like myself? I'm trying to develop an asset library right now, focusing on shaders in particular. It'd be great to have some high-end ones.
#17
Posted 26 May 2012 - 05:45 AM
#18
Posted 29 May 2012 - 03:15 PM
Though the shame is, that we're still missing editing tools (and mostly we still have the tools in development) - we offer artists to create zillion x zillion pixels megatextures - while this says, that our artists can actually do as big textures as they want, there are still some major problems (F.e. how to create such big textures with standard editing tools like 3ds max, mudbox, etc? - some 16k x 16k - good, but!). So in our last project we actually used only standard 4k x 4k and some 8k x 8k textures which actually did fit into VRAM - megatextures weren't used at all
Of course it really depends on what are one targeting (I doubt this solution would work well on consoles, in fact we only target PC - Linux (primarily) and Windows (secondarily) platform in our current project.
Note. that in our current project, which is really funny, we might also not actually use megatextures again. I hope that everything will go according to plan and I'll have something quite large to show during the summer.
If you don't know how to speed up application, go "roarrrrrr!", hit the compiler with the club and use -O3 :D
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