Difference between revisions of "SoC 2010 Shader Support"
Jump to navigation
Jump to search
(Created page with '{{SoCProject|year=2010|student=Sasha Koruga|mentor=Adrien Maglo}}') |
m (Change [[Adrien Maglo]] → [[User:Adrien Maglo|Adrien Maglo]]) |
||
(2 intermediate revisions by one other user not shown) | |||
Line 1: | Line 1: | ||
− | {{SoCProject|year=2010|student=[[User:Skoruga|Sasha Koruga]]|mentor=[[Adrien Maglo]]}} | + | {{SoCProject|year=2010|student=[[User:Skoruga|Sasha Koruga]]|mentor=[[User:Adrien Maglo|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. |
Latest revision as of 10:59, 26 January 2019
This project is part of Google Summer of Code 2010.
|
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.