Playing around with Histograms / Scopes in RV #1206
Replies: 2 comments 1 reply
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Hello @nigelsumner! Great work, it looks awesome! I haven't read everything yet, but you could post this in the ASWF slack channel #ori-openrv-discussion. You might have more/different eyes on it there. |
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I posted to the ASWF channel, thanks for the heads up on that one. :) OpenRV_scope_viewable_720p.mov |
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Hey there,
I was playing around with implementing a Histogram and noticed that there was existing (although deprecated) code for a simple histogram. Riffing off this i mocked up a few scope options based off similar tools i have used in Resolve.
I'd love to get input from the community on whether this might be useful, how it might be better implemented, etc.
RV_scope_ideas_720p.mov
Video Scopes for Open RV
GPU-accelerated histogram and waveform overlays for Open RV, inspired by DaVinci Resolve.
Scope Modes
Accessible via View → Scopes menu, with adjustable overlay opacity (25%–100%).
How It Works
A single
ScopeIPNodesits at the end ofRVColorPipelineGroup(afterRVColor), controlled by two properties:node.scope(int 0–4) — off / histogram / histogram parade / waveform / waveform paradenode.opacity(float) — overlay transparencyData path: OpenCL kernels bin the source image into a data texture (histogram: 256×1, waveform: sourceWidth×256) using local-memory atomics with soft binning. A GLSL merge shader then visualises the data as an overlay composited on top of the original image.
Three kernel variants per scope type (16k/32k/48k) adapt to the GPU's available local memory.
Questions for the Community
I've only compiled this on MacOS for now, but will test on other platforms soon. I'm not a developer, just a user with an interest in making stuff. cheers.
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