I am currently investigating certain image processing/scaling algorithms.
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For example: http://board.byuu.org/viewtopic.php?f=10&t=203
The effect could very easily be done with a vertex and pixel shader (using a vertex shader, calculate the velocity of a pixel, and then blur accordingly), but thats not the point.
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I am interested in using scaling/image processing algorithms, that are written in software, for rendering hardware rendered 3D images, for processing with the CPU. No shaders, no nothing, except raw CPU processing. Attached is a example that uses such a approach. The scene is captured into a buffer, not a texture, and post processed, and drawn back purely in software. Speed is a issue and I ask for assistance in accelerating glReadPixel operations.
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I am also asking for sources such as HQXX/2xsai as well as references for Lanczos/Mitchell scaling/resampling algorithms
Updated.
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Added a plasma background, should be more useful for detecting artifacts.
I added a basic software bloom filter. Still, same performance issues with glReadPixels remains....
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Considering turning this app into a OGL benchmark for filters. Would be nice to add Kega filters.