Now, I have my simple project on changing the color image into white&black image using CUDA-C.
But I got a problem with importing/loading a bitmap image into program. I don't know how to import it.
So...
CUDA-C have a specific function about importing/loading bitmap image?
If yes, what is it and how to use it?
If no, how do you do with importing/loading bitmap image?
Thank you.
There's really nothing that is CUDA-specific about loading a bitmap image into an application.
If you have a preferred method for loading a bitmap image into an application, you should be able to use it with a CUDA app. You will obviously be loading the image into the host application space first. After that, if you want to transfer it to the device, you can use any of the standard methods for transferring data to the device to accomplish this.
CUDA (i.e. the runtime API) doesn't have any specific functions for importing/loading a bitmap image
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There are many ways to load an image. If you are already using OpenGL or DirectX, then you will want to use a method associated with one of those APIs, and then use the appropriate interop API within CUDA to manipulate the object.
If you want to import a bitmap image directly into a CUDA program without using a graphics API, take a look at the CUDA samples, as a number of them do this and provide helper functions that you may want to re-use.
For example, the dct8x8 sample provides a file called BmpUtil.cpp which contains a number of useful bitmap import/handling routines, and the dct8x8 app (dct8x8.cu) shows how these may be used directly in a CUDA app.
Related
I want to set image to button:
GtkImage* imageForButton = gtk_image_new_from_resource("which path is here?");
GtkWidget* btn = gtk_button_new();
gtk_button_set_image(GTK_BUTTON(btn));
How to make it work with embedded resources?
I have resource.h/resource.rc, gonna try to use MakeIntResource, but I don't see any use of it for GTK.
GTK+ doesn't support Windows resources (at least as far as I can tell). Instead, it uses its own cross-platform resource format, GResource. The easiest way to get embedded resources working is to use this. It isn't compatible with Windows resource editors, and requires generating an extra C source file, but it should work fine so long as you use GLib or GTK+. You should have the GResource compiler as part of your GTK+ install (but I'm not 100% sure). And if you go this route, you'll be able to keep using PNG files. (I don't know how to use PNG files with Windows resources, if that even is possible.)
If you insist on using Windows resources, though, I can think of one possible way to do this, though this isn't the only one: use the Windows API resource functions to load an HBITMAP from your resource, call GetObject() to get the BITMAP structure from the HBITMAP, and then calling gdk_pixbuf_new_from_data() with the appropriate fields from the BITMAP structure as parameters (rowstride == BITMAP.bmWidthBytes). Good luck!
I'm writing a plugin for an application that uses Direct3D (9.0c) as its renderer. Not many things are exposed to my plugin, however I do have access to the IDirect3DDevice9 interface. Using the pointer to this interface, is it possible to enumerate the textures that have been allocated?
Specifically, I'm needing to find the render targets that the application uses for a render to texture so that I can gain access to its depth buffer for use with my custom shader.
Thanks,
Brian
If you have access to the IDirect3DDevice9 at any time, you can just use GetRenderTarget method to obtain current render target - http://msdn.microsoft.com/en-us/library/windows/desktop/bb174404(v=vs.85).aspx . If you need an access to the depth buffer then things get complicated. If the application writes the depth to a separate texture, you can get it. If the application uses hardware depth buffer, it's rather not possible to read from it.
I'd like to implement the live view function using EDSDK. I have used EdsGetPointer to get the pointer of the memory address for memory streaming. Now I want to display the streaming image on the PC.
I have read in some people use the API on VisualC such as ATL or CImage which able display the streaming image just by passing the pointer of the memory stream as the parameter, and the function could retrieve the streaming images by itself. I am thinking of using OpenCV in order to display the streaming images as I don't have VisualC installed on my computer. Is there any function on OpenCV that I can use to display streaming images? Or is there any other alternatives that I can use to deal with streaming images from EDSDK?
You can pack the data into an IplImage and show it using cvShowImage in a loop: http://opencv.willowgarage.com/documentation/user_interface.html The down side is you're tied into the OpenCV event loop.
There are alternatives. In the past I've used OpenGL to paint an image as a texture so that I could manage the viewport, draw on top of it, etc. You can get a simple and flexible working GUI pretty quickly using GLUT. A benefit to that is that whatever OpenGL code you write will be portable to any other UI library you use as long as that library has an OpenGL canvas widget. What I always do is Camera->IplImage->OpenGL Texture->wxWidgets glCanvas. I still use OpenCV for the actual image processing, etc. It's totally cross-platform and doesn't require the pay version of VC++.
are you want it for LiveView ? if not for liveview, you can save your streaming image in host
using
Error = EdsCreateFileStream(dirItemInfo.szFileName, EDSDK.EdsFileCreateDisposition.CreateAlways, EDSDK.EdsAccess.ReadWrite, out stream);
then you can load it
IplImage *inImg = cvLoadImage("photo2.jpg");
and then can process the image in opencv.
I have a problem with one thing. I searched about show an image from an url with cairo or gtk, but I didn't find anything.
If this is not possible, maybe I could decompose an image in a structure using other
library, and then load it.
Any idea for do it?
GTK+ does not implement a HTTP protocol client, which would be needed in order to get the actual image bits from a URL.
You might want to look into using a dedicated library for that task, such as libcurl.
this is my 1st question in the site.
I need a 3DS model loader for opengl applications. Loader should also be able to load .jpg textures. I tried to use OpenSceneGraph for this purpose but this time I have to also use the whole OpenSceneGraph data structure to render the scene. Is it possible to use OpenSceneGraph only for model loading and do the rest with standart opengl code, especially glTranslate, glRotate, etc.
Googling turned up this: lib3ds
Not sure if it can read JPEGs but that should be easy enough with libjpeg or equivalent.
OpenSceneGraph uses "plugins" to load file formats - both models and textures. There are working plugins for 3ds and for jpeg, though at least the jpeg one (I believe) isn't built in the default configuration - when creating the OpenSceneGraph makefiles (or projects on Windows), you need to specify the location of the libjpeg files in order for it to be built (as the plugin is based on that library). Once you have these two plugins, you'll have no problem reading 3ds files and jpeg textures. Another option is to use some other convertor which supports both osg (or ive) - OpenSceneGraph's native format- and 3ds. Blender comes to mind, and it's free...
As for mixing openGL calls with OpenSceneGraph - that can be tricky, but possible. One option is to derive your own class from Drawable, then override its draw implementation method, and place it anywhere you want in the graph, though manually drawing the 3ds files defeats the whole purpose of using a scene-graph...