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Thread: PostRendering: Imaging subset.

  1. #1
    Junior Member Regular Contributor
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    PostRendering: Imaging subset.

    I think it would be a very powerfull tool to have the opengl 1.2 imaging subset, or something similar. I mean, being able to do post-produccion-style effects like blur, distort (simulating underwater refraction or heat air refraction), noise, filtering, etc, after the fragments have been rendered. How useful do you think you will find this? I believe the PlayStation2 has something similar to this, or its processing power lets the cpu do it (reading the frame buffer, applying effects, then blitting it again). Just guessing.

  2. #2
    Junior Member Regular Contributor
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    Re: PostRendering: Imaging subset.

    The imaging subset is already supported on some professional cards like the Intense3D cards I think. Or is that Intergraph now... er, SGI ? It would be cool if it was supported on consumer level cards (GeForce, Radeon, etc.). I personnally would have the need especially for the extra color controls.

  3. #3
    Senior Member OpenGL Pro
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    Re: PostRendering: Imaging subset.

    Our next driver set will support it -- in SW only -- on all our cards.

    - Matt

  4. #4
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    Re: PostRendering: Imaging subset.

    Oh come on guys ! Not even a tiny little HW accelerated color matrix ? Please ?

  5. #5
    Senior Member OpenGL Pro
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    Re: PostRendering: Imaging subset.

    We could, in theory, implement a 3x3 color matrix in the combiners, but people using the imaging subset generally expect (1) a 4x4 color matrix and (2) full floating-point precision and range.

    That said, I have some ideas about accelerating it, but no promises.

    - Matt

  6. #6
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    Re: PostRendering: Imaging subset.

    That's great!!! Lets wait and see how it does...

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