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This looks cool. I'm looking forward to seeing the progress on the GPU acceleration.

I'm a maintainer for openpnp-capture and I've always had the thought of hardware acceleration in the back of my mind, but I didn't really know how I would go about it. Reading the comments on using shaders for color space conversion really opened my eyes.

I like that this is in Rust. It should make it very portable over time and Rust's dependency management and builds should make it a heck of a lot easier to distribute on multiple architectures (if you intend to).

Looks awesome, good luck!



Passing data from camera to OpenGL broke my mind. The code is still far from what I'd call nice, but feel free to steal anything you want!

Once I verify that debayering still works (I originally tested it years ago), GPU progress will mean calculating various statistics - the color balance, brightness, contrast for focusing, histograms, etc. Then feed them to control algorithms to adjust the camera controls.




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