On Jun 17, 2011, at 7:29 PM, Ken Tozier wrote:
> Keying off Stephen's idea of drawing noise quickly, I came up with a solution
> that I can use for my own purposes. It seems like splitting up large image
> manipulations for execution on different processor cores could be a good
> introduction t
On 17 Jun 2011, at 19:45, Scott Ellsworth wrote:
That seems a bit strange - have you put the code up somewhere?
No, not yet. I might post something here over the weekend. It's
puzzled me a bit for a year or so off and on now.
Stephen
Scott
On Fri, Jun 17, 2011 at 4:24 PM, Stephen Blink
Keying off Stephen's idea of drawing noise quickly, I came up with a solution
that I can use for my own purposes. It seems like splitting up large image
manipulations for execution on different processor cores could be a good
introduction to GCD and blocks. I read the intro to GCD docs but am st
That seems a bit strange - have you put the code up somewhere?
Scott
On Fri, Jun 17, 2011 at 4:24 PM, Stephen Blinkhorn
wrote:
>
> On 17 Jun 2011, at 10:30, Stephen Blinkhorn wrote:
>
>> Saying that, I've found that the CPU requirements of the raw drawing code
>> (even with relatively fast refre
On 17 Jun 2011, at 10:30, Stephen Blinkhorn wrote:
Saying that, I've found that the CPU requirements of the raw drawing
code (even with relatively fast refresh rates of 20-25 FPS) pales
into insignificance when compared to the objective-c messaging
overhead of co-ordinating the redrawing.
On 17 Jun 2011, at 00:18, Uli Kusterer wrote:
On 17.06.2011, at 03:08, Ken Tozier wrote:
On Jun 16, 2011, at 12:34 PM, Stephen Blinkhorn wrote:
A quick test on a 2GHz iMac takes at least twice as long 4.5
seconds to generate a 10,000 X 10,000 CGLayer of noise.
Stephen
Thanks. Difference
On 17.06.2011, at 03:08, Ken Tozier wrote:
> On Jun 16, 2011, at 12:34 PM, Stephen Blinkhorn wrote:
>> A quick test on a 2GHz iMac takes at least twice as long 4.5 seconds to
>> generate a 10,000 X 10,000 CGLayer of noise.
>>
>> Stephen
>
> Thanks. Difference could just be the processor. My lapt
On Jun 16, 2011, at 12:34 PM, Stephen Blinkhorn wrote:
> A quick test on a 2GHz iMac takes at least twice as long 4.5 seconds to
> generate a 10,000 X 10,000 CGLayer of noise.
>
> Stephen
Thanks. Difference could just be the processor. My laptop has a 2.4 GHz core
i5__
Hi Ken,
On 15 Jun 2011, at 19:24, Ken Tozier wrote:
Just curious, what kind of speed are you getting with the CIImage
methods? I saw the usefulness of generating random images for my own
purposes and polished the posted code a bit today. It was generating
100 million pixel images (10,000 x
Just curious, what kind of speed are you getting with the CIImage methods? I
saw the usefulness of generating random images for my own purposes and polished
the posted code a bit today. It was generating 100 million pixel images (10,000
x 10,000) with per-pixel randomization in about 2.2 seconds
On 15 Jun 2011, at 12:35, David Duncan wrote:
CGContextSetAlpha
Brilliant
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On Jun 15, 2011, at 11:30 AM, Stephen Blinkhorn wrote:
> On 14 Jun 2011, at 16:07, Quincey Morris wrote:
>
>> On Jun 14, 2011, at 14:56, Stephen Blinkhorn wrote:
>>
>>> I'm looking to fill a large custom view with noise. The solution I have
>>> arrived at so far is taking much too long to draw
Thanks Ken, will test this out.
Stephen
On 14 Jun 2011, at 23:44, Ken Tozier wrote:
I didn't test this (basically cut and pasted from some existing code
I have) but it should run plenty fast
#define RGB_BYTES_PER_PIXEL 3
- (NSBitmapImageRep *) noiseImageRepWithBaseRed:(float) in
On 14 Jun 2011, at 16:07, Quincey Morris wrote:
On Jun 14, 2011, at 14:56, Stephen Blinkhorn wrote:
I'm looking to fill a large custom view with noise. The solution I
have arrived at so far is taking much too long to draw for it to be
useable. Does anyone know any better ways of achieving
I didn't test this (basically cut and pasted from some existing code I have)
but it should run plenty fast
#define RGB_BYTES_PER_PIXEL 3
- (NSBitmapImageRep *) noiseImageRepWithBaseRed:(float) inRed
green:(float) inGreen
blue:(float) inBlue
Is there any reason the noise has to be unique each time? Could you just
generate a noise file and composite that over whatever you want? Unless you're
doing something with cryptography, noise, is noise, is noise. It all basically
looks the same so reusing a single file seems like it could serve
Thanks for all the Core Image tips. Completely missed that somehow. At
the moment I'm drawing a lot of stuff into CGLayers to save redrawing
the same thing over and over. I see CIImage provides imageWithCGLayer:
so this could be very fruitful.
Thanks!
Stephen
On 14 Jun 2011, at 16:07, Quin
On 14 Jun 2011, at 2:56 PM, Stephen Blinkhorn wrote:
> I'm looking to fill a large custom view with noise. The solution I have
> arrived at so far is taking much too long to draw for it to be useable. Does
> anyone know any better ways of achieving this in Cocoa? The basic idea is to
> add an a
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On 6/14/11 2:56 PM, Stephen Blinkhorn wrote:
> Hi all,
>
> I'm looking to fill a large custom view with noise. The solution I have
> arrived at so far is taking much too long to draw for it to be useable.
> Does anyone know any better ways of achievin
On Jun 14, 2011, at 14:56, Stephen Blinkhorn wrote:
> I'm looking to fill a large custom view with noise. The solution I have
> arrived at so far is taking much too long to draw for it to be useable. Does
> anyone know any better ways of achieving this in Cocoa? The basic idea is to
> add an am
Hi all,
I'm looking to fill a large custom view with noise. The solution I
have arrived at so far is taking much too long to draw for it to be
useable. Does anyone know any better ways of achieving this in Cocoa?
The basic idea is to add an amount of noise to a base color pixel by
pixel,
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