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Diffstat (limited to 'Gem/manual/Pixes.html')
-rw-r--r-- | Gem/manual/Pixes.html | 210 |
1 files changed, 105 insertions, 105 deletions
diff --git a/Gem/manual/Pixes.html b/Gem/manual/Pixes.html index badf8bc..6b90842 100644 --- a/Gem/manual/Pixes.html +++ b/Gem/manual/Pixes.html @@ -1,105 +1,105 @@ -<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
-<html>
-<head>
- <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
- <meta name="Author" content="Mark Danks">
- <meta name="Author" content="IOhannes m zmölnig">
- <title>Pixes (image processing)</title>
-</head>
-<body>
-
-<center>
-<h2>
-<u>Image processing</u></h2></center>
-The pix objects are used to do image processing to pixel data. If
-you load in an image with <i>[pix_image]</i>, then you can change what the
-image looks like before rendering it out
-<p>In general, processing images is <i>extremely</i> expensive, so you
-probably cannot have that many active pix objects. GEM only reprocesses
-images when the source image changes or one of the parameters for a pix
-object changes. This means that GEM will only process an image when
-something is different, instead of every frame. If you want to do
-a lot of processing at start up, but then not change anything once the
-patch is running, GEM will only do the computation once.<br>
-Modern CPUs use SIMD (Single Instruction - Multiple Data) (like MMX, SSE2, altivec)
-to make pixel-processing more effective (by processing data parallely).
-Until now, only the macOS version of Gem has support for SIMD for some pix-objects.
-MMX/SSE2 boosts will hopefully come in future Gem-releases.
-
-<p>The pix objects are divided into two general groups, those which take
-one input, and those which require two input images. For example,
-<i>[pix_invert]</i>
-will "invert" all of the pixels (if a pixel is white, it will change to
-black), while <i>[pix_add]</i> will add two images together.
-<p>Only some of the pix objects are described here. Look in the reference
-patches for explanations for the other pix objects.
-<p><a href="#invert">[pix_invert]</a> - invert the pixel data
-<br><a href="#add">[pix_add]</a> - add two pixes together
-<br><a href="#mask">[pix_mask]</a> - create an alpha mask
-<br><a href="#convolve">[pix_convolve]</a> - convolve a pix with a kernel
-<p><img SRC="tribar.gif" height=13 width=561>
-<h3>
-<a NAME="invert"></a>[pix_invert]</h3>
-<i>[pix_invert]</i> inverts the pixels in an image. To use <i>[pix_invert]</i>,
-simply make sure that you have already loaded an image into the chain.
-In the following patch, the fractal image will be inverted.
-<center>
-<p><img SRC="invert.jpg" BORDER=1 height=120 width=179></center>
-
-<p>Here is the difference between the fractal image and the inverted version.
-<center>
-<p><img SRC="normalFrac.jpg" height=256 width=256><img SRC="invertFrac.jpg" height=256 width=256></center>
-
-<p><img SRC="tribar.gif" height=13 width=561>
-<h3>
-<a NAME="add"></a>pix_add</h3>
-<i>[pix_add]</i> does what you would expect. It adds two images together.
-<center>
-<p><img SRC="add.jpg" BORDER=1 height=152 width=305></center>
-
-<p>This patch adds the fractal image with a car image. The processed
-image will often contain a lot of white pixels, because the data is just
-added together. This occurs in the resulting image, shown below.
-<center>
-<p><img SRC="addResult.jpg" height=257 width=255></center>
-
-<p><br>
-<p><img SRC="tribar.gif" height=13 width=561>
-<h3>
-<a NAME="mask"></a>pix_mask</h3>
-<i>[pix_mask]</i> is used to create an alpha mask from another image.
-In the following example (gem_pix/gemMaskDancer.pd), the fractal image's
-alpha channel is replaced by the dancer image. If the <i>[alpha]</i>
-object was removed, then you would just see the solid fractal image (because
-the alpha channel wouldn't be used).
-<p>In other words, images are composed of a red, a green, a blue, and an
-alpha channel. The alpha channel is the transparency of the pixel.
-
-<i>[pix_mask]</i> only modifies the alpha channel and does not touch the
-red, green, or blue data.
-<center>
-<p><img SRC="mask.jpg" BORDER=1 height=262 width=191></center>
-
-<p>The result is this image.
-<center>
-<p><img SRC="maskResult.jpg" height=218 width=187></center>
-
-<p><img SRC="tribar.gif" height=13 width=561>
-<h3>
-<a NAME="convolve"></a>pix_convolve</h3>
-<i>[pix_convolve]</i> convolves pix data with a convolution kernel.
-Basically, you can get really nice effects if you choose the correct kernel...and
-garbage if you choose the wrong one.
-<p>Edge detection is done with a convolution kernel, as is smoothing.
-The biggest problem is that convolving an image is about the most expensive
-operation that you can do in GEM.
-<p>Look at gem_pix/gemPixConvolve.pd to get an idea of some of the kernels
-that you can send to <i>[pix_convolve]</i> and the effects that you can get.
-<p>If you want to learn the math behind convolution, then find any standard
-image processing (or audio processing book, this is just 2D convolution).
-<br>
-<p><img SRC="tribar.gif" height=13 width=561>
-<p><a href="index.html">[return]</a>
-<br>
-</body>
-</html>
+<!doctype html public "-//w3c//dtd html 4.0 transitional//en"> +<html> +<head> + <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> + <meta name="Author" content="Mark Danks"> + <meta name="Author" content="IOhannes m zmölnig"> + <title>Pixes (image processing)</title> +</head> +<body> + +<center> +<h2> +<u>Image processing</u></h2></center> +The pix objects are used to do image processing to pixel data. If +you load in an image with <i>[pix_image]</i>, then you can change what the +image looks like before rendering it out +<p>In general, processing images is <i>extremely</i> expensive, so you +probably cannot have that many active pix objects. GEM only reprocesses +images when the source image changes or one of the parameters for a pix +object changes. This means that GEM will only process an image when +something is different, instead of every frame. If you want to do +a lot of processing at start up, but then not change anything once the +patch is running, GEM will only do the computation once.<br> +Modern CPUs use SIMD (Single Instruction - Multiple Data) (like MMX, SSE2, altivec) +to make pixel-processing more effective (by processing data parallely). +Until now, only the macOS version of Gem has support for SIMD for some pix-objects. +MMX/SSE2 boosts will hopefully come in future Gem-releases. + +<p>The pix objects are divided into two general groups, those which take +one input, and those which require two input images. For example, +<i>[pix_invert]</i> +will "invert" all of the pixels (if a pixel is white, it will change to +black), while <i>[pix_add]</i> will add two images together. +<p>Only some of the pix objects are described here. Look in the reference +patches for explanations for the other pix objects. +<p><a href="#invert">[pix_invert]</a> - invert the pixel data +<br><a href="#add">[pix_add]</a> - add two pixes together +<br><a href="#mask">[pix_mask]</a> - create an alpha mask +<br><a href="#convolve">[pix_convolve]</a> - convolve a pix with a kernel +<p><img SRC="tribar.gif" height=13 width=561> +<h3> +<a NAME="invert"></a>[pix_invert]</h3> +<i>[pix_invert]</i> inverts the pixels in an image. To use <i>[pix_invert]</i>, +simply make sure that you have already loaded an image into the chain. +In the following patch, the fractal image will be inverted. +<center> +<p><img SRC="invert.jpg" BORDER=1 height=120 width=179></center> + +<p>Here is the difference between the fractal image and the inverted version. +<center> +<p><img SRC="normalFrac.jpg" height=256 width=256><img SRC="invertFrac.jpg" height=256 width=256></center> + +<p><img SRC="tribar.gif" height=13 width=561> +<h3> +<a NAME="add"></a>pix_add</h3> +<i>[pix_add]</i> does what you would expect. It adds two images together. +<center> +<p><img SRC="add.jpg" BORDER=1 height=152 width=305></center> + +<p>This patch adds the fractal image with a car image. The processed +image will often contain a lot of white pixels, because the data is just +added together. This occurs in the resulting image, shown below. +<center> +<p><img SRC="addResult.jpg" height=257 width=255></center> + +<p><br> +<p><img SRC="tribar.gif" height=13 width=561> +<h3> +<a NAME="mask"></a>pix_mask</h3> +<i>[pix_mask]</i> is used to create an alpha mask from another image. +In the following example (gem_pix/gemMaskDancer.pd), the fractal image's +alpha channel is replaced by the dancer image. If the <i>[alpha]</i> +object was removed, then you would just see the solid fractal image (because +the alpha channel wouldn't be used). +<p>In other words, images are composed of a red, a green, a blue, and an +alpha channel. The alpha channel is the transparency of the pixel. + +<i>[pix_mask]</i> only modifies the alpha channel and does not touch the +red, green, or blue data. +<center> +<p><img SRC="mask.jpg" BORDER=1 height=262 width=191></center> + +<p>The result is this image. +<center> +<p><img SRC="maskResult.jpg" height=218 width=187></center> + +<p><img SRC="tribar.gif" height=13 width=561> +<h3> +<a NAME="convolve"></a>pix_convolve</h3> +<i>[pix_convolve]</i> convolves pix data with a convolution kernel. +Basically, you can get really nice effects if you choose the correct kernel...and +garbage if you choose the wrong one. +<p>Edge detection is done with a convolution kernel, as is smoothing. +The biggest problem is that convolving an image is about the most expensive +operation that you can do in GEM. +<p>Look at gem_pix/gemPixConvolve.pd to get an idea of some of the kernels +that you can send to <i>[pix_convolve]</i> and the effects that you can get. +<p>If you want to learn the math behind convolution, then find any standard +image processing (or audio processing book, this is just 2D convolution). +<br> +<p><img SRC="tribar.gif" height=13 width=561> +<p><a href="index.html">[return]</a> +<br> +</body> +</html> |