https://github.com/melmass/cops-cl
OpenCL shaders for Coppernicus
https://github.com/melmass/cops-cl
cops houdini opencl
Last synced: 7 months ago
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OpenCL shaders for Coppernicus
- Host: GitHub
- URL: https://github.com/melmass/cops-cl
- Owner: melMass
- Created: 2024-07-22T15:53:06.000Z (about 1 year ago)
- Default Branch: main
- Last Pushed: 2025-02-03T21:38:20.000Z (8 months ago)
- Last Synced: 2025-03-09T12:30:09.575Z (7 months ago)
- Topics: cops, houdini, opencl
- Language: C
- Homepage:
- Size: 22.5 KB
- Stars: 11
- Watchers: 2
- Forks: 1
- Open Issues: 0
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Metadata Files:
- Readme: README.md
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README
# COP OpenCL
Experimenting with copernicus, the long-awaited GPU texture/shader context of Houdini.
The main purpose of this repo is to show various approaches for learning purposes.Do not hesitate to reach or PR nodes that others could learn from.
## Nodes
### Weave
This is an almost 1/1 copy of the OSL version for 3DSMax by Zap Anderson ([osl source code](https://github.com/ADN-DevTech/3dsMax-OSL-Shaders/blob/master/3ds%20Max%20Shipping%20Shaders/Weave.osl)),
it outputs color, bump, ID and opacity
### Split Gaussian Blur
This is very slow for now compared to the built-in gaussian blur.
The main idea is to use a `float4` as `sigma`, allowing to blur each channels (supports RGBA) independently.
For convenience, it also has a global `float` sigma multiplier.
### Glow
Naive glow, like the edge detection this should yield better results if done in multiple kernels (for instance extract highlights, blur,pasteback).
Keeping it for reference too.
### Pixelize
### Normal to Height
An (approximative) openCL implementation of this [blog post](https://stannum.io/blog/0IwyJ-)
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