hi roman & me are working on an videoinstallation using gem - only an additional [pix_contrast] in the gem chain hits the processing limit of our computer - is there a way to adjust color saturation in the gpu instead of the cpu in Gem? thanks&greets olsen
use shader! you'll have to make your own shader, but adjusting color saturation is quite easy. see gem documentation/10.glsl/01.simple_texture
cyrille
olsen a écrit :
hi roman & me are working on an videoinstallation using gem - only an additional [pix_contrast] in the gem chain hits the processing limit of our computer - is there a way to adjust color saturation in the gpu instead of the cpu in Gem? thanks&greets olsen
hep cyrille thanks for this hint - though it's my first time using shader - i tweaked around a bit with the example. i changed color saturation towards muchocolore in the texture.frag file. although removing color to get a black & white image i'm also loosing opacity f.e. with color = color* 0.1; the image gets almost black. where aside the green behind my ears can i find infos about how to handle the shader? thanks&salutis olsen
cyrille henry wrote:
use shader! you'll have to make your own shader, but adjusting color saturation is quite easy. see gem documentation/10.glsl/01.simple_texture
cyrille
olsen a écrit :
hi roman & me are working on an videoinstallation using gem - only an additional [pix_contrast] in the gem chain hits the processing limit of our computer - is there a way to adjust color saturation in the gpu instead of the cpu in Gem? thanks&greets olsen
hello,
i don't understand everything on your mail.
with color = color * 0.1 , then every color component (R, G and B) will be 10 times smaller than the original texture color, so the images will be darker. color value are between 0 and 1, so you can try curve like this : color = pow(color,vec4(0.5));
i don't know exactly what curve to use for a good contrast / saturation, but you can have a look at pix_contrast source code...
Cyrille
olsen a écrit :
hep cyrille thanks for this hint - though it's my first time using shader - i tweaked around a bit with the example. i changed color saturation towards muchocolore in the texture.frag file. although removing color to get a black & white image i'm also loosing opacity f.e. with color = color* 0.1; the image gets almost black. where aside the green behind my ears can i find infos about how to handle the shader? thanks&salutis olsen
cyrille henry wrote:
use shader! you'll have to make your own shader, but adjusting color saturation is quite easy. see gem documentation/10.glsl/01.simple_texture
cyrille
olsen a écrit :
hi roman & me are working on an videoinstallation using gem - only an additional [pix_contrast] in the gem chain hits the processing limit of our computer - is there a way to adjust color saturation in the gpu instead of the cpu in Gem? thanks&greets olsen
cyrille henry wrote:
hello,
i don't understand everything on your mail.
i thought adjusting the contrast & brightness needs to be done in the frag file - with the update help example its clear! my problem was by modifing the color argument in the frag file i also loose opacity of the whole image instead of contrast only. as roman mentioned it - now it works exactly the way we need! merci mille & two doublescoops of gelato for this move! olsen
with color = color * 0.1 , then every color component (R, G and B) will be 10 times smaller than the original texture color, so the images will be darker. color value are between 0 and 1, so you can try curve like this : color = pow(color,vec4(0.5));
i don't know exactly what curve to use for a good contrast / saturation, but you can have a look at pix_contrast source code...
Cyrille
olsen a écrit :
hep cyrille thanks for this hint - though it's my first time using shader - i tweaked around a bit with the example. i changed color saturation towards muchocolore in the texture.frag file. although removing color to get a black & white image i'm also loosing opacity f.e. with color = color* 0.1; the image gets almost black. where aside the green behind my ears can i find infos about how to handle the shader? thanks&salutis olsen
cyrille henry wrote:
use shader! you'll have to make your own shader, but adjusting color saturation is quite easy. see gem documentation/10.glsl/01.simple_texture
cyrille
olsen a écrit :
hi roman & me are working on an videoinstallation using gem - only an additional [pix_contrast] in the gem chain hits the processing limit of our computer - is there a way to adjust color saturation in the gpu instead of the cpu in Gem? thanks&greets olsen
On Fri, 2008-10-17 at 18:25 +0200, cyrille henry wrote:
use shader! you'll have to make your own shader, but adjusting color saturation is quite easy. see gem documentation/10.glsl/01.simple_texture
it doesn't seem to work on my box. no matter, what shader i load, the texture looks the same. when i click on one of the shader loaders, i get the following messages:
[pix_texture]: using mode 0: TEXTURE_2D linking: link 5.60519e-45 4.2039e-45 linking: link 5.60519e-45 7.00649e-45
and
[pix_texture]: using mode 1: TEXTURE_RECTANGLE linking: link 2.8026e-45 7.00649e-45 linking: link 2.8026e-45 4.2039e-45
no change in the picture whatsoever.
also the ID number is out of the range in order to be represented properly:
2.8026e-45
i remember there was a discussion once about this on the gem-dev list. is there a fix for that?
i am on ubuntu hardy with an nvidia Quadro NVS 140M and i very much hoped, that i have now opengl 2.x. glxinfo:
OpenGL version string: 2.1.2 NVIDIA 169.12
do you think, shader stuff is supposed to work on my box? if so, what can i do to make it work?
thanks roman
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Roman Haefeli a écrit :
On Fri, 2008-10-17 at 18:25 +0200, cyrille henry wrote:
use shader! you'll have to make your own shader, but adjusting color saturation is quite easy. see gem documentation/10.glsl/01.simple_texture
it doesn't seem to work on my box. no matter, what shader i load, the texture looks the same. when i click on one of the shader loaders, i get the following messages:
[pix_texture]: using mode 0: TEXTURE_2D linking: link 5.60519e-45 4.2039e-45 linking: link 5.60519e-45 7.00649e-45
and
[pix_texture]: using mode 1: TEXTURE_RECTANGLE linking: link 2.8026e-45 7.00649e-45 linking: link 2.8026e-45 4.2039e-45
no change in the picture whatsoever.
both shader are doing the same. i.e : almost nothing! the images should only be a little bit darker than without the shader.
also the ID number is out of the range in order to be represented properly:
2.8026e-45
it's not displaying correctly, but it is computed correctly.
i remember there was a discussion once about this on the gem-dev list. is there a fix for that?
yes, there was a bug there, but it was corrected. the value you have show that it's working.
i am on ubuntu hardy with an nvidia Quadro NVS 140M and i very much hoped, that i have now opengl 2.x. glxinfo:
OpenGL version string: 2.1.2 NVIDIA 169.12
do you think, shader stuff is supposed to work on my box? if so, what can i do to make it work?
i'm no specialist in nvidia card, but it look like it's shader compliant.
everything else look good, so i suspect it is working. if you change color = color * 0.5; with : color = color * 0.1; and reload the shader, the images should be darker. (change in texture.frag)
could you also try the other examples?
Cyrille
thanks roman
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On Sat, 2008-10-18 at 13:12 +0200, cyrille henry wrote:
Roman Haefeli a écrit :
On Fri, 2008-10-17 at 18:25 +0200, cyrille henry wrote:
use shader! you'll have to make your own shader, but adjusting color saturation is quite easy. see gem documentation/10.glsl/01.simple_texture
it doesn't seem to work on my box. no matter, what shader i load, the texture looks the same. when i click on one of the shader loaders, i get the following messages:
[pix_texture]: using mode 0: TEXTURE_2D linking: link 5.60519e-45 4.2039e-45 linking: link 5.60519e-45 7.00649e-45
and
[pix_texture]: using mode 1: TEXTURE_RECTANGLE linking: link 2.8026e-45 7.00649e-45 linking: link 2.8026e-45 4.2039e-45
no change in the picture whatsoever.
both shader are doing the same. i.e : almost nothing! the images should only be a little bit darker than without the shader.
also the ID number is out of the range in order to be represented properly:
2.8026e-45
it's not displaying correctly, but it is computed correctly.
i remember there was a discussion once about this on the gem-dev list. is there a fix for that?
yes, there was a bug there, but it was corrected. the value you have show that it's working.
i am on ubuntu hardy with an nvidia Quadro NVS 140M and i very much hoped, that i have now opengl 2.x. glxinfo:
OpenGL version string: 2.1.2 NVIDIA 169.12
do you think, shader stuff is supposed to work on my box? if so, what can i do to make it work?
i'm no specialist in nvidia card, but it look like it's shader compliant.
everything else look good, so i suspect it is working. if you change color = color * 0.5; with : color = color * 0.1; and reload the shader, the images should be darker. (change in texture.frag)
could you also try the other examples?
thanks for your help. the example 01.simple_texture.pd does indeed work. the problem was, that the picture was already dark, when i started gemwin, because i didn't know in which order to click the several messages. yet, i really don't understand how these [glsl_*] classes are working, but i hope i can dive into it. having saturation processed on the gpu would save oli's and my project.
also all the other examples are working well (on my new box, it's fun to play with). it's amazing what you can do with shaders.
roman
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On Sat, 2008-10-18 at 20:02 +0200, cyrille henry wrote:
...Roman Haefeli a écrit :
having saturation processed on the gpu would save oli's and my project.
I updated the svn in order to add brightness and contrast in the 1st example. hope it will help
hey, thank you so much. it's not only a very illustrative example, it's exactly what we need. the C (contrast) value behaves very similar to the saturation of [pix_contrast]. the only difference: -1 is greyscale, 0 seems to be normal colors and anything above seems to be saturation of the colors.
yo... we owe you a beer, as soon as you find your way to zurich, dude. thanks again.
roman
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