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Casual Pixels
Dilettante

Posts: 96
Just saw this from John Nack's blog:

http://blogs.adobe.com/jnack/2012/08/...guage.html

Quote
Adobe researchers have teamed up with staff at the Massachusetts Institute of Technology to define Halide, a new programming language for imaging. It promises faster, more compact, and more portable code.


According to MIT News,

Quote
In tests, the MIT researchers used Halide to rewrite several common image-processing algorithms whose performance had already been optimized by seasoned programmers. The Halide versions were typically about one-third as long but offered significant performance gains — two-, three-, or even six-fold speedups. In one instance, the Halide program was actually longer than the original — but the speedup was 70-fold.


The original MIT page is at

http://people.csail.mit.edu/jrk/halide12/

Sounds very interesting...
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SpaceRay
SpaceRay

Posts: 12299
Filters: 35
Quote
used Halide to rewrite several common image-processing algorithms whose performance had already been optimized by seasoned programmers.The Halide versions were typically about one-third as long but offered significant performance gains — two-, three-, or even six-fold speedups.


So I suposse that the new next year (or two years) future graphic software will be much better, faster, optimized and amazing than is now.

BUT regretably we will continue having the SAME Filter Forge with the same old engine from 6 years ago and Vladimir has said that they can´t rewrite it agian and so FF 4.0 will be like FF 3.0, and in two years more when FF 5.0 could be released it will probably continue being having the same slow, slugish and snail perfomance while others will have lightning fast optimized halide code and so they will look like an young 20 years old and Filter forge will be like a 75 years old person in perfomance and speed.
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Casual Pixels
Dilettante

Posts: 96
The interesting thing, of course, is that with something like Haptic, it's easy to imagine a UI to drive the creation of scripts -- it doesn't have to happen in a text editor.

Just think of FF. The .ffxml is just some text which describes an exact sequence of image manipulations which are to take place.

Of course it would be great if the development of FF keeps pace with technology.

We're not seeing that right now, but who knows? That's up to them if they want to do it or not.

The point is more that we (users) will have options which may not be FF, but will be just as exciting to explore.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
The following statement is completely UNRELATED to the topic posted:

Quote
So I suposse that the new next year (or two years) future graphic software will be much better, faster, optimized and amazing than is now.

BUT regretably we will continue having the SAME Filter Forge with the same old engine fr om 6 years ago and Vladimir has said that they can´t rewrite it agian and so FF 4.0 will be like FF 3.0, and in two years more when FF 5.0 could be released it will probably continue being having the same slow, slugish and snail perfomance while others will have lightning fast optimized halide code and so they will look like an young 20 years old and Filter forge will be like a 75 years old person in perfomance and speed.


SURE IT WILL! smile:D And regarding FilterForge, you're wrong! You're using a modular, node-based, procedural, user-defined, complex, piece of software that the output quality cannot compare with some of the other tools out there.

Actually you probably jokingly wrote that but I'll be honest with you, you're spoiled head to tow. smile:)

If you think FilterForge is slow, you really don't know your graphics software. I don't know how long you've been dipping your toes in the luke-warm saftey of FilterForge's super-high quality render engine, but this program is NOT normal when it comes to output quality. And in terms of saving production time? Oh boy. It can render diffuse, bump, normal, specular, AO, rAO. And it all comes out of that ridiculously high quality render engine. (Gasp!)

You don't even have to tinker FilterForge's renderer. You just have to let it sit and it just calculates all the pixels for you, no need to tinker the number of samples. No need to tinker with specific lighting settings, no need to deeply think about terms like anti-alias, oversample, adaptive sampling.... You're basically in the saftest place ever where you can focus more on producing an effect rather than licking the floor of some other render engines wh ere they let you enjoy tinkering annoying, non-adaptive settings that can only be dealt manually. Yeah you know what the optimal Final Gathering setting is on animation? I don't know until I look and measure at the scene!

Yeah ok, I kinda wish FilterForge opens up some more parts of the render engine for tinkering, but given the nature of the program, it's almost unnecessary.

But yeah, you're spoiled smile:p REALLY really spoiled to say FilterForge is slow. And most people don't know and don't care about how much effort I put into to making that one shot of a movie render faster. Nobody understands nor cares about the actual people working with the technology. Nobody would BOTHER with such a thing because they'd rather see pretty pictures than a bunch of sliders.

Consider that before you say "its slow."

(Although... yes I kinda do admit it's partially slow. lol Of course I'm partially on your side with that.) smile:p

... oops I derailed the original topic.
--------

Just on Halide, I sent this to my scientist / biologist buddies and they're already chewing away at the processing power. Haha I'm impressed at Halide. It's not necessary the biggest-bound breaker but it serves its purpose and right in image processing. It's pretty hardcore seeing snake image segmentation run in 55ms. Last I used stuff like that was with MATLAB. Oh boy image processing.
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