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	<title>GPGPU &#187; Tag: Video Processing :: GPGPU.org</title>
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	<description>General-Purpose Computation on Graphics Hardware</description>
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		<title>NVIDIA Announces Performance Primitives (NVPP) Library</title>
		<link>http://gpgpu.org/2009/06/08/nvidia-performance-primitives</link>
		<comments>http://gpgpu.org/2009/06/08/nvidia-performance-primitives#comments</comments>
		<pubDate>Tue, 09 Jun 2009 04:33:45 +0000</pubDate>
		<dc:creator>Mark Harris</dc:creator>
				<category><![CDATA[Developer Resources]]></category>
		<category><![CDATA[Image Processing]]></category>
		<category><![CDATA[Intel]]></category>
		<category><![CDATA[Libraries]]></category>
		<category><![CDATA[NVIDIA CUDA]]></category>
		<category><![CDATA[NVPP]]></category>
		<category><![CDATA[Performance Primitives]]></category>
		<category><![CDATA[Video Processing]]></category>

		<guid isPermaLink="false">http://gpgpu.org/?p=1653</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p>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.</p>
<p>NVPP can be used in one of two ways:</p>
<ul>
<li>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.</li>
<li>A cooperative library for interoperating with a developer’s GPU code efficiently.</li>
</ul>
<p>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 <a title="NVIDIA Performance Primitives Library" href="http://www.nvidia.com/nvpp" target="_blank">NVPP website</a>.</p>
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		<title>Ph.D. dissertation discusses GPU-accelerated advanced rendering and image processing techniques</title>
		<link>http://gpgpu.org/2006/08/10/phd-dissertation-discusses-gpu-accelerated-advanced-rendering-and-image-processing-techniques</link>
		<comments>http://gpgpu.org/2006/08/10/phd-dissertation-discusses-gpu-accelerated-advanced-rendering-and-image-processing-techniques#comments</comments>
		<pubDate>Thu, 10 Aug 2006 15:04:00 +0000</pubDate>
		<dc:creator>Mark Harris</dc:creator>
				<category><![CDATA[Research]]></category>
		<category><![CDATA[Augmented Reality]]></category>
		<category><![CDATA[Dissertations]]></category>
		<category><![CDATA[Video Processing]]></category>

		<guid isPermaLink="false">http://www.gpgpu.org/cgi-bin/blosxom.cgi/AdvancedRendering/fischerThesis06.html</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p>The Ph.D. dissertation <a title="Jan Fischer Dissertation" href="http://www.janfischer.com/pub_pages/pub-fischer06-diss.html" target="_blank">Rendering Methods for Augmented Reality</a> by <a title="Jan Fischer" href="http://www.janfischer.com" target="_blank">Jan Fischer</a> 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, <a title="Jan Fischer Dissertation" href="http://www.janfischer.com/pub_pages/pub-fischer06-diss.html" target="_blank">Rendering Methods for Augmented Reality</a>, Dissertation, University of Tübingen, June 2006)</p>
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		<title>A new real-time video synthesis method for virtual studio environments using GPU and projected screens</title>
		<link>http://gpgpu.org/2005/05/26/a-new-real-time-video-synthesis-method-for-virtual-studio-environments-using-gpu-and-projected-screens</link>
		<comments>http://gpgpu.org/2005/05/26/a-new-real-time-video-synthesis-method-for-virtual-studio-environments-using-gpu-and-projected-screens#comments</comments>
		<pubDate>Thu, 26 May 2005 14:53:00 +0000</pubDate>
		<dc:creator>Mark Harris</dc:creator>
				<category><![CDATA[Research]]></category>
		<category><![CDATA[Video Processing]]></category>

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		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p>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. (<a href="http://akihiko.shirai.as/projects/LuminaStudio/" title="http://akihiko.shirai.as/projects/LuminaStudio/">http://akihiko.shirai.as/projects/LuminaStudio/</a>)</p>
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		<title>Ne@tware Player 2005 for Video Post-Processing and Effects</title>
		<link>http://gpgpu.org/2005/03/21/netware-player-2005-for-video-post-processing-and-effects</link>
		<comments>http://gpgpu.org/2005/03/21/netware-player-2005-for-video-post-processing-and-effects#comments</comments>
		<pubDate>Mon, 21 Mar 2005 08:05:00 +0000</pubDate>
		<dc:creator>Mark Harris</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Developer Resources]]></category>
		<category><![CDATA[Video Processing]]></category>

		<guid isPermaLink="false">http://www.gpgpu.org/cgi-bin/blosxom.cgi/ImageAndVolumeProcessing/neatwarePlayer2005.html</guid>
		<description><![CDATA[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.]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.neatware.com/player" title="Ne@tware Player 2005" target="_blank">Ne@tware Player 2005</a> 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.</p>
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		<title>Ne@tware Player for Real-time Video Post-Processing</title>
		<link>http://gpgpu.org/2004/08/19/netware-player-for-real-time-video-post-processing</link>
		<comments>http://gpgpu.org/2004/08/19/netware-player-for-real-time-video-post-processing#comments</comments>
		<pubDate>Thu, 19 Aug 2004 19:48:00 +0000</pubDate>
		<dc:creator>Mark Harris</dc:creator>
				<category><![CDATA[Developer Resources]]></category>
		<category><![CDATA[Video Processing]]></category>

		<guid isPermaLink="false">http://www.gpgpu.org/cgi-bin/blosxom.cgi/ImageAndVolumeProcessing/neatware2004.html</guid>
		<description><![CDATA[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, [...]]]></description>
			<content:encoded><![CDATA[<p>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. (<a href="http://www.neatware.com/player/" target="_blank" title="Ne@tware Player 2004">http://www.neatware.com/player/</a>)</p>
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