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Jump flood is multi-pass and approximate not exact. I wouldn’t assume it’s faster for small input images, which is what the article is aiming for.

Also the distance transform algorithm in the article could be implemented on a GPU using a thread per row & column rather than per pixel. (At least in CUDA - I’m not immediately certain how to do it in GLSL but I guess someone could do it.) This is not optimal, of course, but parallelizing rows is perhaps a lot better than a single-threaded loop over the image.



It is trivially done with compute shaders in two passes, one vertical, one horizontal.




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