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Color space data conversion algorithm based on OpenGL ES

A color space and data technology, applied in the field of color space data conversion algorithm based on OpenglES, can solve the problems of low algorithm performance, difficulty in high parallelism, and not many CPU registers, and achieve the effect of improving algorithm efficiency and conversion efficiency.

Inactive Publication Date: 2018-06-12
BEIJING KUWO TECH
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  • Abstract
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AI Technical Summary

Problems solved by technology

[0007] When the CPU is used to convert YUV color space data into RGBA color space data, because the number of CPU registers is not large, it is difficult to achieve a high degree of parallelism, and the performance of the algorithm (such as C++ implementation) is low, which cannot meet the real-time display of high-definition (such as 1080P) video

Method used

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Embodiment Construction

[0036] The color space data conversion algorithm based on Opengl ES of the present invention comprises the steps:

[0037] The shader shader is written using the Opengl Shading Language GLSL (Opengl Shader Language), so that a shader shader runs in parallel on multiple cores of the GPU, improving the speed of color space data conversion.

[0038] Opengl ES (Opengl for Embedded Systems) is a subset of Opengl 3D graphics API, designed for embedded devices such as mobile phones, PDAs and game consoles. The API is defined and promoted by the Khronos Group, a graphics hardware and software industry association that focuses on open standards for graphics and multimedia.

[0039] Shaders are small, C-based programs written in a shader language. Two kinds of shaders need to be created in Opengl ES: vertex shaders and fragment shaders. These two shaders are two halves of a complete program, and neither can be created; to create a complete shader program, both must exist. A vertex sh...

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Abstract

The invention relates to a color space data conversion algorithm based on OpenGL ES. The algorithm comprises the steps that an OpenGL coloring language GLSL is used to write a shader, so that a shaderruns in parallel on a number of cores of a GPU to improve the conversion speed of color space data; and two kinds of shaders need to be created in the Opengl ES, namely vertex shaders and fragment shaders. According to the invention, the GPU is used to process data; YUV color space data are converted into RGBA color space data based on the Opengl ES; the conversion efficiency can be greatly improved; and the algorithm supports the requirement of a 1080P (1920x1080) video with 30 frames per second.

Description

technical field [0001] The invention relates to the technical field of color space data conversion, in particular to an Opengl ES-based color space data conversion algorithm. Background technique [0002] In addition to the continuous improvement of the performance of the central processing unit (CPU), most of the existing mobile handheld devices are also equipped with a professional graphics processing unit (GPU). [0003] Graphics processing unit (GPU) compared with central processing unit (CPU): CPU needs strong versatility to handle various data types, and at the same time has logical judgments, which will introduce a large number of branch jumps and interrupt processing , These all make the internal structure of the CPU extremely complicated. The GPU is faced with a highly unified type, large-scale data independent of each other, and a pure computing environment that does not need to be interrupted. [0004] Programs suitable for running on GPU: [0005] (1) Computat...

Claims

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Application Information

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IPC IPC(8): G06T7/90G06T1/20
CPCG06T1/20G06T7/90
Inventor 张世洋
Owner BEIJING KUWO TECH
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