ویرایش عکس و ویدیو با متال: رویکردی عملی برای بهرهبرداری از رسانههای متال... نرمافزار ویرایش
MASTER PHOTO AND VIDEO EDITING WITH METAL : a practical approach to leveraging metal media... editing software
معرفی کتاب «ویرایش عکس و ویدیو با متال: رویکردی عملی برای بهرهبرداری از رسانههای متال... نرمافزار ویرایش» (با عنوان لاتین MASTER PHOTO AND VIDEO EDITING WITH METAL : a practical approach to leveraging metal media... editing software) نوشتهٔ Bogdan Redkin, Victor Yaskevich، منتشرشده توسط نشر Apress L. P. در سال 2024. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.
Delve into the nuances of photo and video editing with Metal, a framework from Next Generation GPU APIs. Right now, the demand for media editors is growing exponentially, with multiple applications needing some form of image processing, including messengers, social networks, marketplace, and banking applications. This book provides detailed guidelines for reimplementation instruments from one of the more popular photo and video editors. Begin your journey by reviewing the rationale for using Metal, and an overview of the reasons why this this is the best performance solution. Rasterization is then covered to provide a basis for understanding how image editing in Metal works. You’ll look at aspects of image processing such as rendering, image transformations, and working with textures. This knowledge then leads you to image editing, where it is applied to make basic color adjustments, shadows, blur, vignette, and color correction with LUT filters. These are fundamental aspects of any media editing software. Layers make up the final section of the book, including different compositions and blend modes, both essential tools for any image editor. You’ll conclude the journey with a look at video editing with Metal. Through hands-on projects in each chapter, you will learn how to apply these techniques directly in real-world scenarios, giving a great starting point to implement any kind of media processing in your own applications. What You Will Learn Understand fundamental concepts of GPU rendering to complex image and video processing techniques See how shaders are accessed in the rendering pipeline Create and import textures Review image and video editing techniques, from simple color adjustment to complex filters, layer composition, and real-time video effects Who This Book Is For Intermediate Swift developers interested in photo and video editing or diving deeper into understanding how GPU media processing works. About the Authors Acknowledgments Chapter 1: Introduction What Is Metal? History Overview Who Is This Book For? How to Read This Book Overview Chapter 2: Metal Fundamentals Overview: Rendering and Displaying Content Rendering GPU Devices Getting a GPU Device Buffers Buffer Creation Commands to the GPU Command Queue Create a Command Buffer Encode Commands Submit Commands MTKView The MTKViewDelegate Starter Project Conclusion Chapter 3: The Rendering Pipeline The Rendering Pipeline Pipeline State What Are Shader Functions? Metal Shading Language GPU Commands Render a Triangle Create a Render Pipeline State Create Shader Functions Set the Render Pipeline Resources, and Drawing Command Rendering Pipeline Stages Overview Vertex Function Primitive Assembly Rasterization Fragment Function The Output Texture Conclusion Chapter 4: The Vertex Shader Function and Primitive Assembly Vertex Function Attributes Input Attributes Output Attributes Coordinate Space and Transformations in Vertex Functions The Starter Project Transform Viewport Coordinates in a Vertex Function Coordinate Systems Understanding Coordinate Spaces Clip Space Coordinates Normalized Device Coordinates Viewport Coordinates Primitive Assembly Primitive Types Draw Primitives Rendering a Line Point Conclusion Chapter 5: Transformations The Starter Project Add a Vector to the Vertex Coordinate Slider Updates Transformation Matrixes Matrix Implementation Matrix Multiplication How to Multiply Matrixes Step-by-Step Matrix Multiplication Example Multiplication Results Applying Matrix Transformations in Shaders Conclusion Chapter 6: Perspective Transformations Clip Space Coordinates What Is the w Dimension? Introduction to Projection Perspective Understanding the Math Draw a Rectangle Perspective Projection Transformation Rotate the Perspective Projection Around the Eye Position Conclusion Chapter 7: Working with Textures and Images Creating Texture Pixel Format Storage Mode Usage Create Texture The Starter Project Load Texture from UIImage Display Texture Sampling Conclusion Chapter 8: Basic Color Adjustments Introduction to Compute Shaders Image Effect Abstraction Contrast, Brightness, Saturation Effects Initial Setup Compute Pipeline Grid, Threads, and Thread Groups Dispatch Computing Commands Implementing Contrast, Brightness, Saturation Shader Linear vs. Gamma Color Space Adjusting Contrast and Brightness Adjusting Saturation Combine the Shader Components Conclusion Chapter 9: Vignettes Creating a Vignette Effect Darkening Pixels Calculating the Radial Factor Final Result Conclusion Chapter 10: Blur How Is the Blur Effect Achieved? Box Blur Gaussian Function Adjusting the Blur Intensity Calculating Weights Kernel Size for Gaussian Blur Advanced GPU Implementation Separable Filters Shader Sampler Configuration Providing Data to the Shader Sample Two Pixels at Once Conclusion Chapter 11: Lookup Table Calculating Color Coordinates in LUT Texture Sampling a LUT Texture Creating a Shader and Effect Pass Final Results Conclusion Chapter 12: Twirl Displacement Effects Create a Twirl Effect Twirl Settings Twirl Effect Pass Twirl Shader Final Result Conclusion Chapter 13: Introduction to Layer Composition Alpha Compositing Opacity Understanding Image Composition Alpha Blending Implement Layers Composition Layer Transformations Implementing Alpha Compositing Update the Pipeline to Support Blending Final Result Conclusion Chapter 14: Blend Modes Blend Modes Overview Implementing Blend Modes Multiply Screen Overlay Hard Light Soft Light Color Burn Darken Lighten Difference Subtract Conclusion Chapter 15: Layer Effects Implementation Integrating into Layers Pipeline Results Conclusion Chapter 16: Video Editing with Metal Video Processing Pipeline Overview Customizing Video Processing with AVFoundation Custom Video Composition Workflow The Starter Project Create a Video Composition Processing Video Frames with Metal YUVColorConversion Handling Processed Frames Conclusion Chapter 17: Video Layers Understanding the Video Layers Rendering Pipeline Setting up Video Layers Update the VideoCompositionInstruction Class Update the Video Layers Source Texture to the Corresponding Video Frame Conclusion
دانلود کتاب ویرایش عکس و ویدیو با متال: رویکردی عملی برای بهرهبرداری از رسانههای متال... نرمافزار ویرایش