Difference between revisions of "SoC 2010 Shader Support"

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==Abstract==
 
==Abstract==
 
A lot of video post-processing such as RGB-YUV conversion can be accelerated by using the GPU. This can either be achieved through a fragment shader, where it is the last step before a pixel is displayed on the screen, or it can be done with DirectCompute/CUDA/OpenCL. The method will vary depending on the task and intent. I will implement support for shaders by using the DirectX and OpenGL API and write a few shaders such as RGB-YUV conversion.
 
A lot of video post-processing such as RGB-YUV conversion can be accelerated by using the GPU. This can either be achieved through a fragment shader, where it is the last step before a pixel is displayed on the screen, or it can be done with DirectCompute/CUDA/OpenCL. The method will vary depending on the task and intent. I will implement support for shaders by using the DirectX and OpenGL API and write a few shaders such as RGB-YUV conversion.
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==Information==
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I go to UCSD, and my last final is on June 9th, so I will only be able to work part-time until then.

Revision as of 19:54, 4 May 2010

This project is part of Google Summer of Code 2010.
Student: Sasha Koruga
Mentor: Adrien Maglo

Shader support for video post-processing

Abstract

A lot of video post-processing such as RGB-YUV conversion can be accelerated by using the GPU. This can either be achieved through a fragment shader, where it is the last step before a pixel is displayed on the screen, or it can be done with DirectCompute/CUDA/OpenCL. The method will vary depending on the task and intent. I will implement support for shaders by using the DirectX and OpenGL API and write a few shaders such as RGB-YUV conversion.

Information

I go to UCSD, and my last final is on June 9th, so I will only be able to work part-time until then.