Casual Pixels
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Posts: 96 |
Just saw this from John Nack's blog:
http://blogs.adobe.com/jnack/2012/08/...guage.html
According to MIT News,
The original MIT page is at http://people.csail.mit.edu/jrk/halide12/ Sounds very interesting... |
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Posted: August 9, 2012 1:15 pm | ||||||
SpaceRay
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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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Posted: August 9, 2012 3:30 pm | ||||||
Casual Pixels
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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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Posted: August 9, 2012 9:41 pm | ||||||
Skybase
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The following statement is completely UNRELATED to the topic posted:
SURE IT WILL! ![]() Actually you probably jokingly wrote that but I'll be honest with you, you're spoiled head to tow. ![]() 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 ![]() 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.) ![]() ... 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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Posted: August 10, 2012 12:28 am |
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