SoC 2010 Shader Support: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
No edit summary |
||
| Line 5: | Line 5: | ||
==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. | ||
==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. | |||
Revision as of 19:54, 4 May 2010
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.