Re: Source code or algorithm for these effects??
- From: Stefan Rybacki <stefan.rybacki@xxxxxxx>
- Date: Tue, 25 Oct 2005 16:32:24 +0200
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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