Advanced Flex / Pixel Bender interactions

Hello,
I've been looking through the documentation on both Pixel Bender and Flex, and I'm trying to figure out if this even possible:
Basically I start out with floating point image data in a ByteArray and I'd like to run a Pixel Bender filter or shader job on the data in floating point, then convert it to 8-bit / channel RGBA on the output.
I know I can start with a 8-bit BitmapData and use a Pixel Bender shader to produce a new 8-bit BitmapData. Or I can start with a floating point ByteArray, use ShaderJob to compute a new floating point ByteArray.  Can I use ByteArray input and output to BitmapData?  Put another way, do the input and output classes/dimensions of a shader job or pixel bender filter have to match?  I'd like to take advantage of the fact that when using a BitmapData object, Pixel Bender (or Flash), converts the floating point Pixel Bender data to 8-bit for you automatically.  It would also save me the trouble of unpacking a linear list of floats into a 2-dimensional image with setPixel32() calls.
Thanks all.

Hi David -
Thanks for those examples. The audio visualizer is pretty cool, but looks like the author witheld the source code for us to look at .
I did find another blog posting that's helpful too - converting a BitmapData object into a Vector of RGBA floats with Pixel Bender:
http://webr3.org/blog/general/pixelbender-is-more-useful-than-i-assumed/comment-page-1/
I'll see if I can figure out going backwards.
I'm curious if anyone could shed light on what's going on with memory under the covers. I found another blog post that treats a Vector as if it's a 2-dimensional object like an image:
http://blog.robskelly.com/2009/02/using-pixel-bender-for-math-in-flashflex/
This raises questions about what do the width and height input/output parameters actually control if you can treat a flat Vector as an object with width and height?  Does anyone know? Does that only work with Vectors? What about ByteArrays?  Does this basically mean that width/height are only convenience parameters and you could put any 2 numbers that multiply to the size of your data?   How does this affect the input type inside the shader (image1 vs image4)?  Why does Rob Skelly's example above even work at all?
I'll hack away at trying to get stuff working, and re-post if I figure something out.

Similar Messages

  • [svn] 2971: Preliminary work to support Pixel Bender shaders as filters in Flex, as well as a Filter Animator, to allow for

    Revision: 2971
    Author: [email protected]
    Date: 2008-08-23 13:56:35 -0700 (Sat, 23 Aug 2008)
    Log Message:
    Preliminary work to support Pixel Bender shaders as filters in Flex, as well as a Filter Animator, to allow for
    Pixel Bender based filters (and others) to be animated during effect sequences. Checking in for safe keeping.
    Reviewer: Glenn, Chet
    QA: Not Yet, Minispec review/signoff pending.
    Docs: NA, Minispec review/signoff pending.
    Modified Paths:
    flex/sdk/trunk/frameworks/gumbo-manifest.xml
    flex/sdk/trunk/frameworks/mxml-2009-manifest.xml
    flex/sdk/trunk/frameworks/projects/flex4/manifest.xml
    Added Paths:
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    flex/sdk/trunk/frameworks/projects/flex4/src/flex/effects/effectClasses/AnimateFilterInst ance.as
    flex/sdk/trunk/frameworks/projects/flex4/src/flex/filters/ShaderFilter.as

    Turn off dual GPU usage in your card prefs.
    Mylenium

  • Alpha channel problem with Pixel Bender blendShaders

    I'm using Pixel Blender to try and create a blend shader for a Flex 4.0 app.
    It looks like this:
    <languageVersion : 1.0;>
    kernel PixelReverse
    <   namespace : "com.abc.def.filters";
        vendor : "EdAlive";
        version : 1;
    >
        input image4 foreground;
        input image4 background;
        output pixel4 dst;
        void
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            pixel4 bgPixel = sampleNearest(background, outCoord());
            if((bgPixel.r == 0.0) && (bgPixel.g == 0.0) && (bgPixel.b == 0.0) && (bgPixel.a == 0.0)){
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            dst.g = 1.0 - abs(fgPixel.g - bgPixel.g);
            dst.b = 1.0 - abs(fgPixel.b - bgPixel.b);
            dst.a = fgPixel.a;
    It looks correct in the Pixel Bender preview window.
    When I use it in a Flex project with proper 32 bit png images, the filter seems to work correctly, except it sets any partial alpha value on the images to fully opaque (like a 1 bit alpha channel).
    Because the image preview looks correct in Pixel Bender, I'm assuming it's a problem with the bitmap data that Flex is passing to the blend shader filter.
    I tried changing the filter to simply output a copy of the foreground firstly, and the background second, to test.
    When returning a copy of the foreground, the imags weren't visible on stage, either because the pixels were transparent or because it was really returning the background pixels, camouflaging the images.
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    The images are being place on stage programmatically inside an mx Module, and having their depth property set.
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    I hope this is enough information for someone to be able to provide some help.
    Thanks

    Please make sure you have installed the latest graphics drivers, from http://www.nvidia.com/Download/index.aspx?lang=en-us, for your graphics card.

  • Unpredicted image distortion and Pixel Bender support

    Hi!
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    Sorry, I was a bit wrong describing what's happening. I'm running an AIR application (on Windows).
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                    var point: Point = new Point(0,0);
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  • [svn:fx-trunk] 11585: Initial check-in of CoreTech' s pixel bender kernel files for the pixel bender filters we use to mimic AIM blendModes based on Vera 's ok.

    Revision: 11585
    Author:   [email protected]
    Date:     2009-11-09 13:39:53 -0800 (Mon, 09 Nov 2009)
    Log Message:
    Initial check-in of CoreTech's pixel bender kernel files for the pixel bender filters we use to mimic AIM blendModes based on Vera's ok. Added the standard Flex copyright headers to what Core Tech passed along.
    QE notes: None
    Doc notes: None
    Bugs: None
    Reviewer: Me
    Tests run: Checkintests
    Is noteworthy for integration: Yes, perhaps, to downstream teams that want to rebuild the pixel bender filters
    Added Paths:
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        flex/sdk/trunk/frameworks/projects/spark/src/spark/primitives/supportClasses/shaders/Colo rDodge.pbk
        flex/sdk/trunk/frameworks/projects/spark/src/spark/primitives/supportClasses/shaders/Excl usion.pbk
        flex/sdk/trunk/frameworks/projects/spark/src/spark/primitives/supportClasses/shaders/Hue. pbk
        flex/sdk/trunk/frameworks/projects/spark/src/spark/primitives/supportClasses/shaders/Lumi nosity.pbk
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        flex/sdk/trunk/frameworks/projects/spark/src/spark/primitives/supportClasses/shaders/Satu ration.pbk
        flex/sdk/trunk/frameworks/projects/spark/src/spark/primitives/supportClasses/shaders/Soft Light.pbk

  • When i open pixel bender, photoshop crashes and closes

    hi, i really need help, i been spending hours trying to fix it
    When i open pixel bender, photoshop crashes and closes. I went to edit>preferances> performace and looked at the gpu setting, it gives a small message at the bottom but i dont know what it means. I cant also click on advanced settings as photoshop would also crash
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    Post your win7 reliability history crash reports for your Photoshop CC crashes

  • Pixel Bender is NOT installing Please help!

    I have The Creative Suite Version 5.5, which includes Photoshop CS 5.1. I'm trying to install the Pixel Bender Plugin for Photoshop CS5.1. I run at x64 bit and I'm attempting to install the correct plugin version. However, when I double click on the MXP file it opens up Adobe Extensions Manager 5.5 and goes through the process to install the plugin, when finished, the plugin isn't listed on the Extensions Manager. I don't get a error or any kind. The plugin simply doesn't show up. I have restarted my computer, downloaded the latest version of Adobe Air and Flash Player. I have repaired permissions on my computer. I'm really at a loss here. Can anyone help? Oh and I'm Running a Mac with Lion. Thank you in advance.

    I spent all day yesterday trying to install PB into my PS5, and it will not work. Then I got smart and started to search the forums, and it has been DISCONTINUED!  This means that you cannot get it to work.
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    Oil Paint, which is the one filter in PB that we all want, has been put into PS6 as an included filter. But we are awaiting some of our classmates who have already updated to PS6, to tell us if they like it. I wont upgrade to the new version yet.
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  • Pixel Bender authoring tools

    I have a few questions about the Pixel Bender authoring tools
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    2) Will the command line compiler be freely available, along
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    3) Is the Pixel Bender format open, so that we can expect
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    To clarify where I'm coming from: I own Photoshop CS4 and
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    no need for Flash, so it would be a shame if I had to buy it to
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    Thanks!
    Simon

    Kevin, thank you for answering. My major concern was that in
    order to write pieces of code for one of the Adobe programs, people
    would need to buy another (expensive) program, such as Flash. I'm
    happy that's not the case.
    As to my point (3), I understand the decision to keep the
    run-time Adobe-only (for now) and by 'open' I was indeed referring
    mostly to authoring tools.
    Thanks again!
    Simon
    Oh, I'm not sure whether this is the correct place, but let
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    really great if the Pixel Bender plug-ins for Photoshop would get
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    space, such as RIMM RGB (used in ACR/Lightroom). That way, the
    plug-ins would effectively be color managed, without the hassle of
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  • Pixel Bender in CS4

    A friend of mine told me he thinks Pixel Bender will work in CS4. Does anyone know if it will? Also, I don't have Creative Premium. Would this make a difference?
    Thanks in advance for any info.
    BAZ

    The Pixel Bender plugin for Photoshop CS4 is still available at http://www.adobe.com/devnet/pixelbender.html. Pixel Bender filters will work in both After Effects CS4 and Photoshop CS4.

  • When is Pixel Bender hardware accelerated

    Pixel Bender is NOT hardware accelerated ? But when will support GPU?
    Thanks !

    fredboy8 wrote:
    Re: Flash GPU acceleration
    Who should we contact exactly? Could we have an address? What kind of beer do they like? :-)
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    Know you guys are busy these days, but GPU acceleration in Flash would put PB2D back on the serious development map for many of us.
    Feel free to forward this to anyone in a position of responsibilty if it is helpful to this cause.
    Cheers!
    S. Utt
    +1

  • Server-Side Pixel Bender

    I've written a PHP extension capable of running Pixel Bender kernels (Flash-compatible ones). Performance is not great, as it's not multithreaded and doesn't make use of the GPU, but it can typically process an image in fraction of a second. Compiling to native code using gcc reduces this time further.
    It's something that opens up new possibilities for Pixel Bender, I believe. You can allow end-user to interactively adjust the parameters to a PB filter, with immediate display of the outcome. The final parameters can then be sent to the server and which apply the effect to the stored resource (an image or perhaps a video).
    http://www.php-qb.net/

    They are now live again. Sorry about that problem.
    The PDF link now works on the live article page; the GO URLs will work by tomorrow; the system automatically pushes updated GO URLs live at midnight. In the meantime, the direct links are here:
    http://download.macromedia.com/pub/developer/pixelbender/pixelbender_2.1_installer_fix_rea dme.pdf
    http://download.macromedia.com/pub/developer/pixelbender/pixelbender_toolkit_2.1_installer _hotfix.dmg
    http://download.macromedia.com/pub/developer/pixelbender/pixelbender_toolkit_2.1_installer _hotfix.zip
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    Thanks,
    Chuck.

  • [BUG] Pixel Bender(CPU mode) don't working without desktop composition(W7 x64)

    I am using CPU rendering mode.
    Everything is working, except "result" window, which is just copy of background(without Desktop composition).
    Everyone can reproduce the error with turn on / turn off desktop composition:
    Control Panel > System and Security > System > Advanced system settings > Perfomance > Settings...
    "Adjust for best performance" - rendering don't working
    "Adjust for best appearance" - everything just fine.

    > do you know which video card you have in your computer?
    NVIDIA GeForce FX 5700
    > Also, which driver version?
    NVIDIA 10/9/2006 9.6.8.5
    >Did you turn on CPU mode through the preferences or was it turned on for you when the application was launched
    Both
    >did you get a warning dialog about the GPU?
    Yes
    >Also, which version of the Toolkit are you using (in the About box).
    1.5.1, Build 02
    sniffer_gpu.exe output
    C:\Program Files (x86)\Adobe\Adobe Utilities\Pixel Bender Toolkit>sniffer_gpu.ex
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    Device: 005A5D9C has video RAM(MB): 256
    Vendor string:    NVIDIA Corporation
    Renderer string:  GeForce FX 5700/AGP/SSE2
    Version string:   2.1.0
    OpenGL version as determined by Extensionator...
    OpenGL Version 2.0
    Has NPOT support: FALSE
    shader model: 4294902272

  • Image Processing Algorithms - From Matlab to Pixel Bender

    Hello.
    Got a few Image Processing (Mainly Image Enhancement) Algorithms I created in Matlab.
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    The Algorithms mainly use Convolutions and Fourier Domain operations.
    All I need is a simple Preview Window and few Sliders, Dropbox and Buttons.
    I'd appreciate your help.

    pixel vs float - Couldn't figure out what exactly is the difference if there is at all. I assume Pixel always get clipped into [0 1] and float won't until it gets to be shown on the screen as an output?
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    Now, In the documentation is goes needed(region outputRegion, imageRef inputIndex). Should I assume that at default the outputRegion is actually the sampled pixel in the input? Now I use outset(outputRegion, float2(x, y)) to enlarge the "Safe Zone". I don't get this float2 number. Let's say it's (4, 3) and the current pixel is (10, 10). Now the safe zone goes 4 pixel to the left, 4 to the right, 3 up and 3 down? I assume it actually creates a rectangle area, right? Back to our example I should set outset(outputRegion, float2(5.0, 5.0)) right?
    Needed is the function the system calls to answer the question "what area of the input do I need in order to calculate a particular area of the output?".
    I should do it to make sure no one changes those values before the output pixel is calculated.
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  • How do I install new filters in Pixel Bender

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    Display Tab in System Information:
    GeForce GT220, Driver version is 280.26
    DirectX support:   10.1
    CUDA Cores   48
    Graphics clock 615 MHz
    Processor clock 1335 MHz
    Memory clock:  790 MHz (1580 MHz data rate)
    Memory Interface 128-bit
    total available graphics 4095 MB
    Dedicated video memory: 1024 MB DDR3
    System video memory 0 MB
    shared system memory 3071 MB
    Video BIOS version 70.16.3C.00.05
    IRQ:  16
    Bus   PCI Express x 16 Gen2
    Components Tab in System Information
    3D Settings ____________________
    nvGameS.dll     6.14.12.8026     NVIDIA 3D Settings Server
    NVCUDA.DLL     8.17.12.8026     NVIDIA CUDA 4.0.1 driver
    PhysX              09.10.0514       NVIDIA PhysX
    Display______________________________
    nvDispS.dll         6.14.12.8026    NVIDIA Display Server
    NVMCTRAY.DLL   8.17.12.8026    NVIDIA Media Center Library
    NVSTRES.DLL      7.17.12.8026    NVIDIA 3D Vision Module (0)
    NVSTTEST.EXE    7.17.12.8026  NVIDIA Vision Test Application
    NVSTVIEW.EXE    7.17.12.8026  NVIDIA 3D Vision Photo Viewer
    Video__________________________________
    nvVITvS.dll          6.14.12.8026   NIVDIA Video Server
    Workstation_____________________________
    nvWSS.dll              6.14.12.8026   NVIDIA Workstation Server
    NVIDIA Control Panel_________________________________
    nvCpIUI.exe         3.8.812.0         NVIDIA Control Panel
    NVCPL.DLL           8.17.12.8026    NVIDIA Experience Driver Component
    nvxdapix.dll         8.17.12.8026    NVIDIA Experience Driver Component
    nvxdbat.dll           8.17.12.8026    NVIDIA Experience Driver Component
    nvxdplcy.dll          8.17.12.8026    NVIDIA Experience Driver Component
    nvxdsync.exe       8.17.12.8026    NVIDIA Experience Driver Component
    nvui.dll                 7.17.12.8026    NVIDIA Experience Driver Component
    NVIDIA Update____________________________________
    NvUpdt.dll              1.4.28.0    NVIDIA Update Components
    NvUpdtr.dll             1.4.28.0    NVIDIA Update Components
    ComUpdatus.exe      1.4.28.0    NVIDIA Update Components
    ComUpdatusPS.dll     1.4.28.0    NVIDIA Update Components
    daemonu.exe             1.4.28.0    NVIDIA Update Components
    Nvlhr.exe             1.4.28.0    NVIDIA Update Components
    WLMerger.exe             1.4.28.0    NVIDIA Update Components
    easyUpdatusAPIU64.DLL   1.4.28.0    NVIDIA Update Components
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    Windows 7 Ultimate
    Service Pack 1
    processor Intel (R) Cor(TM)i7 CPU   920  @ 2.67GHz
    Installed memory (RAM) 8.00 GB
    64-bit Operating System
    Pen Input Available

  • Adobe Application Manager Update fehlgeschlagen Fireworks Update auf Adobe Pixel Bender Toolkit 2.5, CS5 11.0.2-Aktualisierung, Update für Adobe Extension Manager CS5 5.0, Adobe Illustrator CS5 15.0.2 Aktualisierung

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    [/spoiler]
    Wenn noch fragen offen sind einfach fragen, ich würde gerne das Problem so schnell wie möglich lösen....

    Ja wie gesagt es hat davor auch ohne Probleme Funktioniert nur war ich gezwungen das System neu zu Installieren und ab dann konnte ich die da oben genannten Updates nicht mehr Installieren. Ein Mac ist zwar eine schöne Sache kommt aber für mich nie in Frage da ich mein PC als Arbeitsrechner und Gamer Rechner nutze und das meiste läuft halt nicht auf einen Mac und man müsste manche Programme neu Kaufen, das sehe ich überhaupt nicht ein, und meine Anwendungen werden aus Prinzipien nicht für Apple Produkte entwickelt da verdient man kaum etwas... aber das muss jeder für sich entscheiden. An eine neue Version habe ich eventuell nächstes Jahr gedacht aber auch nur die CS6 ob man das brauch ist die Frage da CS 5 genau macht was es soll. Das Modell mit der Adobe Cloud hat zwar denn Vorteil das die Programme Aktuell sind aber man muss Monatlich dafür Zahlen und CS5/CS6 oder älter brauch man nur einmal Kaufen. Darüber hinaus finde ich eh das Adobe so eine richtige S*** ist wenn es um Support ältere Programme geht so zeigt Adobe meiner Meinung nach das Ihre Produkte nichts wert sind zumindest macht es den Anschein. Aber wie gesagt, bin ich hier um Hilfe zu bekommen um das Problem zu lösen ohne ein neue Version zu kaufen, das ist ja bekanntlich die einfachste Lösung, aber wenn Informatiker auch so denken würden dann würde es sehr schlecht aussehen... und als Anmerkung am Rande, es wäre ja nett wenn man mir denn Link dieser Updates zukommen lassen könnte um die Updates Manuell zu Installieren.
    "Aber wie sollen wir denn Programme testen auf Hardware und OS, die es erst in ein paar Jahren geben wird."
    Dies kann man in voraus natürlich nicht aber in nachhinein geht das und Software Entwickler denn etwas an Ihre Produkte liegt, machen das nachhinein auch und passen gegebenenfalls Ihr Produkt an.
    PS: CS 2 läuft ebenfalls auf einem Windows 8.1 rechner ;-)

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