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[TG Daily] Photoshop to get GPU and physics acceleration

post #1 of 16
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Quote:
Santa Clara (CA) – GPU acceleration is one of the most significant trends in today hardware industry, opening the doors to an entirely class of software running desktop. What will be possible is fascinating to see on a monitor, nut it is not tangible, if you just hear about it. It appears that the next Photoshop will be one of the first mainstream applications that will tap into the GPU for a speed up. And, at least from what we have seen during a first demonstration, the progress is simply stunning.





We have been saying it for a while now, mainstream applications need GPU acceleration to ring in the next major evolutionary step in software development. Far too long we have been stuck in a cycle of programming that relies on increasing clock-speeds, brings acceleration with new CPUs and a slow-down with new software releases. Even if Photoshop supports multi-core CPUs, it is one of those applications that always are very time intensive to use and especially if you are a professional user and work with huge images, then you are very familiar with “The Great Waitâ€, which typically describes the time lost when opening for a big file or when applying a filter.

But there appears to be a very effective solution on the horizon, a solution that is most likely more effective than anything else we have seem before and in our experience using Photoshop over the past 14 years. During a demonstration at Nvidia’s headquarters in Santa Clara, we got a glimpse of Adobe’s "Creative Suite Next" (or CS4), code-named “Stonehengeâ€, which adds GPU and physics support to its existing multi-core support.

So, what can you do with general-purpose GPU (GPGPU) acceleration in Photoshop? We saw the presenter playing with a 2 GB, 442 megapixel image like it was a 5 megapixel image on an 8-core Skulltrail system. Changes made through image zoom and a new rotate canvas tool were applied almost instantly. Another impressive feature was the import of a 3D model into Photoshop, adding text and paint on a 3D surface and having that surface directly rendered with the 3D models' reflection map.

There was also a quick demo of a Photoshop 3D accelerated panorama, which is one of the most time-consuming tasks within Photoshop these days. The usability provided through the acceleration capabilities are enormous and we are sure that digital artists will appreciate the ability to work inside a spherical image and fix any artifacts on-the-fly.

According to information we were given, all of these new features are part of the next-gen Photoshop, which should be a part of the “CS Next†suite. The package is expected to be released on October 1.
http://www.tgdaily.com/content/view/37611/140/
post #2 of 16
Why would Photoshop need physics acceleration?

NVIDIA is moving into Intel territory further...
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post #3 of 16
For some kind of simulation and effect I presume. Like if one wants a paint spatting effect, she might as well use a physical simulated paint bucket and splat it on her art with complete dripping effect that doesn't look alike every time she does it.
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post #4 of 16
Quote:
Originally Posted by DuckieHo View Post
Why would Photoshop need physics acceleration?

NVIDIA is moving into Intel territory further...
Well... You know with these underpowered CPUs these days from Intel *cough* and Nvidia's out-of-this-world way-to-powerful-for-commercial-sale graphics cards that boost performance by 200% as opposed to 20% with a new CPU, I guess so...

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post #5 of 16
Horrible idea!

Fans make plugins for Photoshop... and I can tell you right now -- they're going to mess up big time.

There are two image (video) denoising plugins for Avisynth - one called fft3dfilter and another is called fft3dgpu.

fft3dgpu is pretty much a Pixel Shader 2 port of fft3dfilter.

It's pretty obvious, but coding for a GPU is more difficult than coding for a CPU, especially when it comes to images.
You have to split the image into lots of small images and then compensate for the fact the resolution is much smaller...

In fft3dgpu's case, the compensation wasn't done properly and it eats away on details.
Also, I remember a long time ago when I still used fft3dgpu, I had one dark scene where it had horrible artifacts of doom... and then I never used it again.

Anyway, here are two screens I just took of the same frame, one denoised with fft3dfilter(sigma=2) and one with fft3dgpu(sigma=2).

You can clearly see what I meant when I said the compensation wasn't done properly... denoising (at least this kind of denoising) is stronger (more of the image is lost) the lower the resolution is.

To make the FFT3D algorithm run fast on a GPU, he had to split the image into a bunch of small ones, and didn't correctly adjust the strength of the denoising... the result is at the exact same settings, the fft3dgpu denoiser hurt the image much more.

Also, it occasionally causes ugly and very strongly pronounced warped banding artifacts, which are a result of how shaders work.


GPU programming + lack of strict QA = disaster
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post #6 of 16
What the hell...How do physics affect photoshop? I think I understand the GPU part and that's cool but what about physics?
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post #7 of 16
Coma...I see no difference whatsoever between those pictures, and honestly I have no idea if that was intentional or not.
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post #8 of 16
Apple isn't going to like this.

they'll actually need decent video drivers to compete in a mainstream application.
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post #9 of 16
Yes!
post #10 of 16
Quote:
Originally Posted by Coma View Post
Horrible idea!

Fans make plugins for Photoshop... and I can tell you right now -- they're going to mess up big time.

There are two image (video) denoising plugins for Avisynth - one called fft3dfilter and another is called fft3dgpu.

fft3dgpu is pretty much a Pixel Shader 2 port of fft3dfilter.

It's pretty obvious, but coding for a GPU is more difficult than coding for a CPU, especially when it comes to images.
You have to split the image into lots of small images and then compensate for the fact the resolution is much smaller...

In fft3dgpu's case, the compensation wasn't done properly and it eats away on details.
Also, I remember a long time ago when I still used fft3dgpu, I had one dark scene where it had horrible artifacts of doom... and then I never used it again.

Anyway, here are two screens I just took of the same frame, one denoised with fft3dfilter(sigma=2) and one with fft3dgpu(sigma=2).

You can clearly see what I meant when I said the compensation wasn't done properly... denoising (at least this kind of denoising) is stronger (more of the image is lost) the lower the resolution is.

To make the FFT3D algorithm run fast on a GPU, he had to split the image into a bunch of small ones, and didn't correctly adjust the strength of the denoising... the result is at the exact same settings, the fft3dgpu denoiser hurt the image much more.

Also, it occasionally causes ugly and very strongly pronounced warped banding artifacts, which are a result of how shaders work.


GPU programming + lack of strict QA = disaster
Did you post the same picture twice? I'm pretty adept at photoshop, but I see absolutely no difference between those.

And I'm sure Adobe will have great documentation on CS4... fans will be able to make decent plugins as usual.
    
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