@warrenm How to best implement a histogram using Metal compute functions? Any examples / documentation on that?
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Replying to @bitCycle
@warrenm@bitCycle, are you trying to beat https://developer.apple.com/library/tvos/documentation/MetalPerformanceShaders/Reference/MPSImageHistogram_ClassReference/index.html#//apple_ref/occ/cl/MPSImageHistogram … ? Seems like it would consist of atomic per-pixel adds, then normalize?1 reply 0 retweets 0 likes -
Replying to @jessyMeow
@jessyMeow@warrenm I'm not trying to reinvent / beat anything :) My goal is something else, but first want to study impl of similar things.1 reply 0 retweets 0 likes -
Replying to @bitCycle
@jessyMeow@warrenm Ie, my intention is to learn things. But could use more docs & exsamples. How to do atomic per pixel adds for example?1 reply 0 retweets 0 likes -
Replying to @bitCycle
@bitCycle@warrenm atomic_fetch_add_explicit under “Atomic Functions”, w/1 atomic_uint per-value is what I imagined. https://developer.apple.com/library/ios/documentation/Metal/Reference/MetalShadingLanguageGuide/std-lib/std-lib.html …1 reply 0 retweets 1 like -
Replying to @jessyMeow
@jessyMeow@warrenm Thanks! I'll try to figure things out and experiment. The docs are a bit too terse for me though ...2 replies 0 retweets 1 like -
Replying to @bitCycle
@bitCycle@jessyMeow Sorry for not chiming in on this earlier. Do you feel like you’ll be able to make progress on this now?2 replies 0 retweets 0 likes
@jessyMeow @bitCycle You got it; basically categorize each pixel in a bucket (either per-component or by luminance) and atomically increment
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