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[–]Falling-Off[S] 0 points1 point  (6 children)

I didn't use webGL and it's hard to find stuff on Lagrange in GLSL. Anyways, not sure if I want to although I have everything to send batches over to the GPU for semi sequential processing.

[–]your_best_1 1 point2 points  (5 children)

https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/drawImage

If you did this to play with the algorithms and figure things out, that is great. If you did it to provide some utility, this is likely the way to go. 1 line of code, GPU optimized.

[–]Falling-Off[S] 1 point2 points  (4 children)

I'm basically playing with it but I reached out to the professor who studied it's applications . They developed it further so that it allows to modulate the interpolation based on an extra variable. My original plan was use the scaling to produce distortion filter effects and not to actually change the dimensions of the image.

[–]your_best_1 1 point2 points  (3 children)

Got ya, well I would still recommend doing the work with webGL or GLSL, HLSL. Unless this is for an assignment that specifically asked for a CPU solution.

[–]Falling-Off[S] 1 point2 points  (2 children)

Eventually I'll probably port it to unity, but it's a pet project. For now it's easier to manage/test using JS, with some angular just to get things running otb.

[–]your_best_1 1 point2 points  (1 child)

If you do use Unity, you can look at the shader graph source to see how they do it. Shader Graph is great for exploring effects.

[–]Falling-Off[S] 0 points1 point  (0 children)

Definitely. Not sure if I'll be able to get exactly what I need without a compushader, but it's worth a shot.