~/talk

General Purpose GPU computing in simple steps

Talkat droidcon London 2024 · 2024-10-31..11-01· [web-performance]
slides:none on file

Shows how to get realtime CameraX filters by using CameraX surface processor (ImageProcessor is capture-only; SurfaceProcessor requires Vulkan/OpenGL or native C++) and pushes pixel work onto the GPU with GLSL fragment shaders and compute shaders using shader storage buffer objects and workgroups. Gives concrete performance: a simple grayscale runs in ~250 ms on-device versus ~12 seconds in single-threaded Kotlin, with dispatch overhead ~200 µs; notes 12 MP@30FPS equals ~360M pixels/s and that shaders compile on-device for live updates.

AI-written summary · about

  1. 0:00Introduction
  2. 3:43Why GPUs excel at parallel
  3. 7:31CameraX surface processor
  4. 14:24GLSL basics and shaders
  5. 17:39Fragment shader examples
  6. 19:52Compute shaders for GPGPU
  7. 26:39CPU vs GPU performance
  8. 27:45Conclusion
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