FITC阿姆斯特丹:拿下HYDRA-AODBE的FPU

FITC阿姆斯特丹:拿下HYDRA

Posted in Conferences at 6:20 am by rob


HydraADOBE预售版的工具套件代号,从根本上来说是一个基于语言的图像处理工具,其输出可以用于ADOBEAFFTEREFFECT,未来版本的FLASH已经PS的等一系列产品,JOA就是ADOBE实验室目前测试HYDRA潜能的少数程序员之一,当然他的陈述也就是大篇的关于HYDRA的前景是如何如何的好了,以及使用它能够带来的巨大前景

首先我必须陈述一个基本知识即:像素并不是正方形的,它只是当呈现在屏幕上时通过插值处理过的一小片段数据,当然能够承载一系列的数据信息,例如:RGB,CMYK等等,‘PIXEL SHADER’就是要来处理像素差值的程序,通常使用SHADER语言编写并且运行于GPU之上,这样一来就节省了大量的CPU时间

HYDRA就是和GLSLOPENGL使用的SHADER语言)语法非常类似的一款SHADER语言,此语言非常局限,严格,但是是类型安全的,所以比AS要难一点,使用AIF工具包编译后的程序会在‘预览’窗口运行,但是目前没有能够运行HYDRAFLASH PLAYER版本,当然值得一提的是,目前FLASH 10 ALPHA版本对HYDRA滤镜的支持也是非常有限的,当然ADOBE也许会纠正这一点

JOA也提供了将在FLASH PLAYER的下一个版本发布的,一些非常有趣的从理论上挖掘HYDRA性能的场景(大部分的通过AIF运行的DEMO性能都已经达到了1000fps,一旦ADOBE允许深层次的HYDRA调用,那么实时的物理,音频处理,3D等等都将变为现实,如果你为下一版本的FLASH的这个功能激动的话,你可以到HYDRA的论坛上发表你的感受

要想获得更多的信息,你可以参考ADOBE -JOABLOG或者访问ADOBE实验室HYDRA走廊

我的感触:

用过FLASH PV3D的人都知道,FLASH目前的所有的渲染工作都是通过CPU来运行的,因此一些非常庞大的应用例如有很多的FILTER EFFECT等等的应用,通常一打开CPU占用率直接100%,再开一个那就卡的不行了,ADOBEflash在给我们带来高的感官体质量的同时占用的CPU也是惊人的,朋友开玩笑和我说用这样的FLASH程序CPU仿佛是在哭,我也考虑过这样的问题,既然OPENGL D3D能完成实时的渲染的时候,那么对于那些有着高端显卡的用户,FLASH为什么不考虑使用GPU来完成所有的这些费时的渲染计算呢?ADOBE终于回答了我的问题,并且交出了一份满意的答卷,我希望HYDRA,在不久的将来,我们富丽堂皇的AIR应用不会占用甚至40%CPU时间,这个时候我想社群所有的人都或满意了

FITC Amsterdam: Chop the Hydra!

Posted in Conferences at 6:20 am by rob

Hydra is the codename for the Adobe prerelease of the AIF Toolkit. In a nutshell, it’s a language-based image manipulation tool, the output of which can be used in After Effects and future versions of Flash (and possibly Photoshop as well). Joa Ebert is one of the few developers at Adobe Labs currently experimenting with the potential of Hydra, and his presentation was all about the vast potential Hydra offers, and the possibilities that lie ahead for it’s uses.

First of all a bit of background: a pixel is not a square! It is a piece of data whose values are interpolated when drawn to screen, and can carry various types of information like RGB, CMYK etc. Pixels shaders are programs to handle pixel interpolation (among other things) and are written in a shader language that is executed on the graphics hardware. Since this is executed on the GPU, it saves processing time on the CPU.

Hydra is a shader language very similar in syntax to GLSL - the shader language used for OpenGL shaders. The language is limited, strict and type-safe, so is a little harder than actionscript initially. Code compiled with the AIF toolkit will run in the preview window, but there is currently no version of the Flash player available to test Hydra code. It is also worth mentioning that there is currently limited language support for Hydra filters running in the alpha versions of Flash 10 (no loops, no if then else), but Adobe may be rectifying this.

Joa brought up some interesting theoretical scenarios for exploiting Hydra’s speed for serious performance gains in the next version of the Flash Player (most of the examples shown running in AIF were at over 1000 fps!) - but only if Adobe allow decent access to the hydra platform when running. Things like realtime physics, audio processing, 3d graphics etc. could all take advantage of the acceleration it would give, so if your interested in seeing such things in Flash 10, get on down to the Hydra Forum and make your feelings known!

More information on what is currently possible with Hydra can be seen by visiting Joa’s blog, or the Hydra Gallery at Adobe Labs

源文档 <http://www.infiniteturtles.co.uk/blog/fitc-amsterdam-chop-the-hydra>

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