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Gpuimage swift tutorial

Outside of the -drawRect: I always find it more effective to learn new programming concepts by building projects using them, so I decided to do
the same for Apple's new Swift language. In the original Objective-C version of GPUImage, you can to manually subclass a filter type that
matched the number of input textures in your shader. The framework uses platform-independent types where possible: Alpha is 1 , NewColor is
equal to TopColor. Sign up to receive the latest tutorials from raywenderlich. All that you need to do then is set your inputs to that filter like you
would any other, by adding your new BasicOperation as a target of an image source. Oddly, I've used GPUImage in other projects without any
issue, and can't think what I have done differently this time--I'm sure it's something very small that I'm missing, but I can't seem to put my finger on
it. Now if only you could do something to this photo to shoot it through the stratosphere. You can find Jack on LinkedIn or Twitter. Here you
treat alpha as a float between 0 and Generics allow you to create type-specific classes and functions from a more general base, while preserving
types throughout. Now you're ready to blend Ghosty into your image, which makes this the perfect time to go over blending. The color on top uses
a formula and its alpha value to blend with the color behind it. You can download a project with all the code in this section here. Here are all the
download links again for your convenience:. PyNewb did you get it to work? I had to hand-edit the module's mapping file in order to get this to
work, but all of that is now incorporated into the GPUImage GitHub repository. I believe that this performance was achieved by downsampling the
image, blurring at a smaller radius, and then upsampling the blurred image. A popular optimization is to use premultiplied alpha. Each byte stores a
component, or channel. The setup for the new one is much easier to read, as a result. In terms of Core Graphics, this includes the current fill color,
stroke color, transforms, masks, where to draw and much more. There are still some effects that are better to do with Core Graphics. Now,
replace the first line in processImage: However, since their alpha value is 0, they are actually transparent. Gaussian and box blurs now
automatically downsample and upsample for performance. Compare that to the previous use of addTarget , and you can see how this new syntax
is easier to follow:. To test this code, add this code to the bottom of processUsingPixels: I look forward to the day when all it takes are are few
"apt-get"s to pull the right packages, a few lines of code, and a "swift build" to get up and running with GPU-accelerated machine vision on a
Raspberry Pi. As you can see, ImageProcessor is a singleton object that calls -processUsingPixels: So how do you assign a pixel if it has a
background color and a "semi-transparent" color on top of it? Notice how the outer pixels have a brightness of 0, which means they should be
black. Sign up to receive the latest tutorials from raywenderlich. The older version of the framework will remain up to maintain that support, and I
needed a way to distinguish between questions and issues involving the rewritten framework and those about the Objective-C one. Try
implementing the black and white filter yourself. So, now you know the basics of representing colors in bytes. As trivial as that sounds, it offers a
noticeable performance boost when iterating through millions of pixels to perform blending. Setting the transform to the context will apply this
transform to all the drawing you do afterwards. This is similar to how you got pixels from inputImage. Swift 2 error handling in practice. Swift 2
error handling in practice. There are many applications for machine vision on iOS devices and Macs just waiting for the right tools to come along,
but there are even more in areas that Apple's hardware doesn't currently reach. Finally, replace the first line in processImage: While I like to use
normalized coordinates throughout the framework, it was a real pain to crop images to a specific size that came from a video source. The next few
lines iterate through pixels and print out the brightness:. For the fun of it, I wanted to see how small I could make this and still have it be functional
in Swift. On Linux, the input and output options are fairly restricted until I settle on a good replacement for Cocoa's image and movie handling
capabilities. I should caution upfront that this version of the framework is not yet ready for production, as I still need to implement, fix, or test many
areas. Now you can set out and explore simpler and faster ways to accomplish these same effects. Now take a quick glance through the code.

Other Items of Interest


One of the first things you may notice is that naming has been changed across the framework. Protocols are used to define types that take in
images, produce images, and do both. For example, an iPhone 4S now renders a p frame with a blur radius of 40 in under 7 ms, where before it
would take well over ms. Sign up or log in StackExchange. With OpenGL, you can directly swap this buffer with the one currently rendered to
screen and display it directly. Therefore, this is now enabled by default in many of my blurs, which should lead to huge performance boosts in many
situations. The old version will remain for legacy support, but my new development efforts will be focused at GPUImage 2. Learn, Share, Build
Each month, over 50 million developers come to Stack Overflow to learn, share their knowledge, and build their careers. Try to avoid keeping
several copies of the same image in memory at once. However, you only need to loop through the pixels you need to change. Due to the number
of targets supported by the framework, and all the platform-specific code that has to be filtered out, I haven't gotten the right package structure in
place yet. Even with the early hassles, it's stunning to see the same high-performance image processing code written for Mac or iOS running
unmodified on a Linux desktop or an embedded computing board. As you probably already know, red, green and blue are a set of primary colors
for digital formats. You just need to make sure that you create a Copy Files build phase and choose Frameworks from the pulldown within it.
Human eyes are most sensitive to green and so an extra bit enables us to move more finely between different shades of green. There are still a
three more concepts to cover before you dig in and start coding. There are tons of Core Graphics tutorials on this site already, such as this one and
this one. I wanted to see if I could make it so that you could provide all the information required for each filter case in one compact form, and only
need to add or change elements in a single file to add a new filter or to tweak an existing one. What am I missing? Sign up to receive the latest
tutorials from raywenderlich. In terms of Core Graphics, this includes the current fill color, stroke color, transforms, masks, where to draw and
much more. Compare that to the previous use of addTarget , and you can see how this new syntax is easier to follow:. The four channels are:. I
love being able to work in only one file and to ignore the rest of the application going forward. Interestingly, if you use
UIGraphicsBeginImageContext to create a context, the system flips the coordinates for you, resulting in the origin being at the top-left. Likewise,
there are three main categories of filters: Optionals are used to enable and disable overrides, and enums make values like image orientations easy
to follow. This creates a new UIImage from the context and returns it. You can find Jack on LinkedIn or Twitter. The results from this very closely
simulate large blur radii, and this is much, much faster than direct application of a large blur. After drawing the image, you set the alpha of your
context to 0. So be sure to test your app with large images! Jack is the lead mobile developer at ModiFace. Same result after updating to XCode
6. Now if only you could do something to this photo to shoot it through the stratosphere. Generics allow you to create type-specific classes and
functions from a more general base, while preserving types throughout. In callback functions, you now get defined arrays of these types instead of
raw, unmanaged pointers to bytes. In the first part of the series , you learned how to access and modify the raw pixel values of an image. While
slightly less convenient than before, this now means that shaders get full GLSL syntax highlighting in Xcode and this makes it a lot easier to define
single-purpose steps in image processing routines without creating a bunch of unnecessary custom subclasses. The above sets numberOfInputs to
4, matching your above shader. If you wish to pull images from the framework, you now need to target the filter you're capturing from to a
PictureOutput or RawDataOutput instance. There are many applications for machine vision on iOS devices and Macs just waiting for the right
tools to come along, but there are even more in areas that Apple's hardware doesn't currently reach. Among the things that are missing from this
release:. The answer is alpha blending. Imagine you just took the best selfie of your life. For example, you no longer need to create custom
subclasses for filters that take in different numbers of inputs GPUImageTwoInputFilter and friends. It may seem a little odd for me to call this
GPUImage 2. You're going to ignore the potential memory leak here for now. Building for Linux is a bit of a pain at the moment, since the Swift
Package Manager isn't completely operational on ARM Linux devices, and even where it is I don't quite have the framework compatible with it
yet. Each month, over 50 million developers come to Stack Overflow to learn, share their knowledge, and build their careers. Currently, that's
Ubuntu In fact, I most likely will be scaling back my work on the Objective-C version, because the Swift one better serves my needs. Definitely
check it out! This makes sure the filter knows that you want to grab the image from it and retains it for you. By posting your answer, you agree to
the privacy policy and terms of service. This is the last concept to discuss before coding! I had to hand-edit the module's mapping file in order to
get this to work, but all of that is now incorporated into the GPUImage GitHub repository. I could never work out all the race conditions involving
these transient framebuffers, so I've switched to using defined output classes for extraction of images. Jack is the lead mobile developer at
ModiFace.

Introducing GPUImage 2, redesigned in Swift | Sunset Lake Software


For example, an iPhone 4S now renders a p frame with a blur radius of 40 in under 7 ms, where before it would take well over ms. I posted this
on Twitterbut despite there not being an official way yet to include third-party code in a Swift playground, I found that if you built a release version
of a module frameworktargeted it at gpuimage swift tutorial iOS Simulator, and copied into the SDK frameworks directory within Xcode:. Jack
Wu Jack is the lead mobile developer at ModiFace. Save time with our video courses. Right now, I tugorial have still image or movie input and
output working, gpuimage swift tutorial I need to find the right libraries to use for those. As trivial as that sounds, it offers a noticeable
performance boost dwift iterating through millions of pixels to perform blending. Here you treat alpha as a float between 0 and 1: Swift's type
system and method overloading now let you set a supported type value to a uniform's text name and the framework will convert to the correct
OpenGL types and functions for attachment to the uniform. However, when you're creating an image, each pixel has exactly one color. At this
point, pixels holds the raw pixel data of image. Thanks yene for checking out the project. Generics allow you to create type-specific classes and
functions from a more tutoria base, while preserving gpuimage swift tutorial throughout. Swift 2 error handling in practice. However, this Tutoial
rewrite dramatically changes the interface, drops compatibility with older OS versions, and is not intended to be used with Objective-C
applications. On your phone, you should see gpuimagge Ghosty:. In the meantime, if you have any questions or comments about the series so far,
please join the forum discussion below! This mask can come from a still image, a gpuimage swift tutorial generator operation new with this
versionor even the output from another filter. I uploaded the project here:. Now take a quick glance through gupimage code. These are
compression formats for images. One last effect to go. Modules are extensions of the traditional gpuimage swift tutorial bundle we're used to on
the Mac, but gpuimage swift tutorial add some new capabilities for making these frameworks easier to work with. Add this to the end of the
function before the return statement:. Each gpuimage swift tutorial stores a component, or channel. You just need to make sure that you create a
Copy Files build phase and choose Frameworks from the pulldown within it. Swift is an evolving language, though, and there are a few areas that I
had problems with. Since each instance of a generic will be specific to the class you associate with it, you yutorial really have an umbrella type that
contains all these variants. The areas of this gpuimage swift tutorial that are opaque will have the filter applied to them, while the original image
will be used for areas that are transparent. A protocol is tutofial way to provide some kind of an overall interface to all of these individualized
variants, so you'll notice I use the FilterOperationInterface protocol as gpuimag type swigt the items in the array now. As a result, crops can now
be defined in pixels and the normalized size is calculated internally. This makes sure the filter knows that you want to grab the image from it and
swwift it for you.

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