Re: Source code or algorithm for these effects??



Dave Eberly wrote:
"eminemence" <eminemence@xxxxxxxxx> wrote in message news:1130242492.418186.8170@xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

Is gaussian blur implementable on a 104MHz ,4MB RAM mobile device?
Would it run fast enough.


Do you have such a device to test on?  The best way to answer your
question is to actually try it.  The important question is whether there
is a floating-point unit or only integer.  If the latter, you need to use
a convolution mask that is integer-valued.  Any normalization of the
convolution implies a division, but with a good choice of mask, you
can arrange for the divisor to be power-of-two, so a right shift
operation can be used for the division.


Symbian devices have no floating point unit so using floating point math is horrible in speed. What I suggest is some kind of fixed point integer arithmetic. I already tested some 3D stuff (spinning cubes) with it on a symbian phone and it worked fine in speed. Since it was java I guess its a bit slower than a native c++ approach which also has direct access to the screen.


Regards
Stefan

--
Dave Eberly
http://www.geometrictools.com


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