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June 8th, 2009
NVIDIA NVPP is a library of functions for performing CUDA accelerated processing. The initial set of functionality in the library focuses on imaging and video processing and is widely applicable for developers in these areas. NVPP will evolve over time to encompass more of the compute heavy tasks in a variety of problem domains. The NVPP library is written to maximize flexibility, while maintaining high performance.
NVPP can be used in one of two ways:
- A stand-alone library for adding GPU acceleration to an application with minimal effort. Using this route allows developers to add GPU acceleration to their applications in a matter of hours.
- A cooperative library for interoperating with a developer’s GPU code efficiently.
Either route allows developers to harness the massive compute resources of NVIDIA GPUs, while simultaneously reducing development times. The NVPP API matches the Intel Performance Primitives (IPP) library API so that porting existing IPP code to the GPU is easy to do. For more information and to sign up for access to the beta release of NVPP, visit the NVPP website.
Posted in Developer Resources | Tags: Image Processing, Intel, Libraries, NVIDIA CUDA, NVPP, Performance Primitives, Video Processing | Write a comment
August 10th, 2006
The Ph.D. dissertation Rendering Methods for Augmented Reality by Jan Fischer describes several GPU-based methods for artistic and illustrative rendering. A real-time video filter is described, which generates a cartoon-like version of the input video and is executed entirely on the GPU (Section 3.3). Section 4.2 of the thesis discusses a GPU-based algorithm for the real-time illustrative display of hidden structures in polygonal datasets. In Section 4.3, the real-time conversion of augmented reality video streams into an illustrative style on the GPU is described. The thesis discusses the underlying image processing and rendering algorithms as well as implementation-specific aspects of the respective GPU techniques. (Jan Fischer, Rendering Methods for Augmented Reality, Dissertation, University of Tübingen, June 2006)
Posted in Research | Tags: Augmented Reality, Dissertations, Video Processing | Write a comment
May 26th, 2005
This project focused on two supportive information techniques for virtual TV studio environments using a back projected screen and real time video composition on the GPU. In traditional TV, studios use blue or green background chroma-key for video composition. Therefore the actors cannot see the final composite without a preview monitor. Pointing at objects on the background image is especially difficult, requiring experience and rehearsal. In this system, the actors can see and point at supportive information displays such as computer-generated backgrounds, virtual actors, reading scripts and/or final composites behind them. To compose the computer graphics into the free area on the screen, a special real-time GPU-based video rendering program has been developed. (http://akihiko.shirai.as/projects/LuminaStudio/)
Posted in Research | Tags: Video Processing | Write a comment
March 21st, 2005
Ne@tware Player 2005 is a shader player. It supports video over a model with real-time visual special effects using programmable HLSL shaders. Its multithreaded media engine supports media mixing, media codecs, and Shader Model 3.0. Developers can also design and test their own HLSL shaders and FX effects in Ne@tware Player 2005.
Posted in Business, Developer Resources | Tags: Video Processing | Write a comment
August 19th, 2004
Ne@tware Player 2004 supports the latest DirectX 9.0c graphic and media technologies. It allows you to design and watch visual special effects in real-time. The Shader Model 3.0 and High Level Shader Language (HLSL) support make Ne@tware Player a shader development platform for video processing in Graphic Processing Unit as well. Fullscreen, Multithread Video Engine, Action Mapper, and International Languages are other new features. (http://www.neatware.com/player/)
Posted in Developer Resources | Tags: Video Processing | Write a comment