Oh and there's this one (it's linked from Grant's article as well)
http://www.quasimondo.com/archives/000565.php

----- Original Message ----- 
From: "Ralf Bokelberg" <[EMAIL PROTECTED]>
To: <flexcoders@yahoogroups.com>
Sent: Tuesday, December 04, 2007 10:53 AM
Subject: Re: [flexcoders] Re: How to improve BitmapData processing speed?


> None of the effects at picnik is done with pixel level manipulations.
> They are using Bitmap operations. I don't know, how exactly the
> exposure effect can be achieved. I would try googling for Flash/Flex
> experiments. I'm sure you can find somebody explaining/showing it.
> 
> Cheers
> Ralf.
> 
> On Dec 4, 2007 10:39 AM, larryzzl <[EMAIL PROTECTED]> wrote:
>>
>>
>>
>>
>>
>>
>> Sorry, I don't understand what you said very clearly. Do you mean that
>>  I should use the single whole ARGB unsigned int value but not a single
>>  color value? I'm not very sure about the "32bit block" in you mail.
>>  But I think some algorithm need to deal with R,G,B color separately.
>>
>>  Could you give me some code example which can make me understand more
>>  clearly if you have time.
>>
>>  Thanks
>>
>>
>>
>>  --- In flexcoders@yahoogroups.com, DreamCode <[EMAIL PROTECTED]> wrote:
>>  >
>>  > Well... a blur is not at pixel level either.... That can be handled in
>>  > blocks too.... I might see this fairly clear as I come from an ASM
>>  > background...... the thing you need to realize is that performing an
>>  action
>>  > on a 32bit block is not much slower that it is performing the same
>>  action of
>>  > a pixel.... actually the pixel is most likely slower... the cpu
>>  still read
>>  > 32bits although it seems like it only reads one.... but with the single
>>  > pixel it needs to perform an AND when it reads it and 2 x ( AND + OR
>>  ) when
>>  > it writes it ..... with a 32 bit block it is not..... on top of
>>  that, since
>>  > a blur is essentially a form of convolute filter the pixel version
>>  need to
>>  > read it's some radius of neighboring pixels.... radius being the
>>  amount of
>>  > blur to apply. So that's another now we have another stack of single
>>  pixel
>>  > to process.... so now what started out to be a pixel process is actually
>>  > getting/putting another 20 pixels in a 3.0 blur (radius) scenario.....
>>  >
>>  > 323
>>  > 32123
>>  > 21X12
>>  > 32123
>>  > 323
>>  >
>>  > Now multiply that by your 0.75megapixels..... IT ADDS UP
>>  >
>>  > --Allan
>>  >
>>
>>
>>
>>  
> 
> 
> 
> -- 
> Ralf Bokelberg <[EMAIL PROTECTED]>
> Flex & Flash Consultant based in Cologne/Germany
>


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