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blimps are cool

Wednesday, March 9

Core Image is 32bit floating point... YAY!

Even better, Core Image can perform its processing using 32-bit floating point math. This means that you can work with high bit-depth images and perform multiple image processing steps with no loss of accuracy.


-- Via Apple's own documentation on CoreImage

That means it IS confirmed. CI will support half and full float, which means its entirely possible for it to be heavily integrated in Shake 4.

There's some discussion at Mac.Ars about how CI leverages SIMD (both GPUS and Altivec are SIMD units... but whatever). Namely:

If CoreImage can't find a graphics card, if uses that nifty little shader compiler that Apple wrote to turn the shaders into vectorizable chunks, and then feeds them through the velocity engine.


-- via Thaen

and the implications of Apple incorporating the Cell processors into, say, the G6 as an additional core-processor.

2 Comments:

  • My biggest concern was how Apple would handle the fallback if no floating point capability is given. The Apple page clearly states that now.
    Awesome.

    I read your post on HD for Indies.
    I think the advantage Apple now has over competitors is the system-wide accesibility of this technology. There are products like Pinnacle Liquid Edition 6 that already use the GPU for calculations. But these products have the GPU-capabilities engineered into and as such limited to the app itself. Apples approach allows for a unified plugin format and better yet opens this technology for the myriads of shareware programmers. Think of the dozens of free- and shareware plugins for FCPs easily accessible current script language.
    Even more awesome.
    I'm eagerly awaiting things to come at NAB ;)

    Regarding the VJ tools you mentioned in the HD-for-Indies post: Interestingly the most life-performance oriented VJ tools for the Mac like Modul8, Edo, VDMX or GRID use technologies similar to CoreImage.

    By Anonymous Anonymous, at Wed Mar 16, 11:01:00 pm AEDT  

  • The GPU effects in Liquid are DX 9 effects that are made to only work within Pinnacle's own software. Microsoft has been providing a standard/unified plugin format for images and video since at least Direct X 6. Somewhere along the line they implemented a full plugin system for 3D models, meshes, and effects but I'm not sure when. Just download the Direct X SDK and there are plenty of examples for you to play with.

    Vegas, Wax, and WMM (among others) all use standardized DirectX transitions and effects. You can use Vegas or WMM effects in any DirectX Transform compatible app.
    As far as hardware acceleration goes, it's an option that any developer can easily take advantage of.

    By Anonymous Anonymous, at Tue Apr 05, 08:25:00 pm AEST  

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