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AuthorBogdan Redkin, Victor Yaskevich

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.

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# Master Photo and Video Editing with Metal ## 【One-Line Pitch】 A hands-on guide for intermediate Swift developers who want to build GPU-accelerated photo and video editing tools using Apple's Metal framework, covering everything from rendering fundamentals to layer-based compositing and real-time video effects. ## 【Book Arc】 - **Opening (~0%–4%)**: Introduces Metal as the performance solution for media editing, outlines the book's structure across four parts (fundamentals, image processing, layers, video editing), and establishes the target audience of intermediate Swift developers. - **Early (~4%–15%)**: Covers Metal fundamentals—setting up MTLDevice, MTKView, command queues, and the MTKViewDelegate pattern. Readers build their first rendering loop with a Renderer class that handles draw calls and viewport management. - **Early (~15%–33%)**: Explores the rendering pipeline in depth: vertex and fragment shaders, coordinate spaces (clip space, NDC), primitive assembly (points, lines, triangles), and viewport transformations. Includes practical shader code for positioning vertices and handling different primitive types. - **Middle (~33%–44%)**: Teaches transformations—translation, scaling, rotation—through matrix mathematics and shader integration. Covers matrix multiplication step-by-step and introduces perspective transformations, including the w dimension and projection matrices for 3D-like rendering. - **Middle (~44%–56%)**: Moves into texture handling: storage modes (private vs. shared), texture usage flags, and creating/importing textures. Demonstrates how to map textures onto geometry using texture vertices and UV coordinates. - **Late (~56%–100%)**: Applies all fundamentals to real editing features: color adjustments, shadows, blur, vignette, LUT-based color correction, layer composition with blend modes (overlay, hard light, soft light, color burn, difference, etc.), and finally video editing with AVFoundation integration and video layer pipelines. ## 【Key Takeaways】 - **Metal is the performance foundation for media editing** (Opening): Apple's GPU framework provides the low-level control needed for real-time image processing, making it the right choice for apps that need fast, responsive editing tools. - **The rendering pipeline is an assembly line** (Early): Understanding how vertices flow through vertex shaders, primitive assembly, and fragment shaders is essential—each stage transforms data sequentially toward the final pixel output. - **Coordinate spaces matter more than they seem** (Early): Clip space coordinates with the w dimension enable perspective division, and mastering the 4D homogeneous coordinate system is the key to correct positioning and scaling. - **Matrices unify all transformations** (Middle): Translation, rotation, and scaling can all be expressed as matrix multiplications in shaders, allowing clean, composable transformation pipelines with just a few lines of GPU code. - **Texture storage modes affect performance** (Middle): Choosing between private (GPU-only) and shared (CPU+GPU) storage modes involves trade-offs—private is faster but requires staging, while shared simplifies access but needs synchronization. - **Triangles are the universal primitive for 2D editing** (Middle): Since all photo editor content is rectangular, combining two triangles per rectangle is the most efficient way to render images, textures, and layers. - **Blend modes are the language of layer compositing** (Late): Understanding how overlay, hard light, soft light, color burn, and other blend modes interact is essential for building professional-grade editing tools. - **Video editing builds on the same pipeline** (Late): AVFoundation integration with Metal frame processing extends the same rendering concepts to video, enabling real-time effects and layer-based video composition. ## 【Reading Tips】 - **Skim the first two chapters** if you already know Metal basics—the MTKView setup and Renderer pattern are standard, but the coordinate space explanations in Chapter 4 deserve careful reading. - **Deep-read Chapters 5–6 on transformations**: The matrix math and perspective projection sections are the conceptual core of the book; work through the step-by-step matrix multiplication examples with pen and paper. - **Pay special attention to shader code snippets**: The Metal Shading Language (MSL) examples show exactly how to pass buffers, transform vertices, and handle texture coordinates—these patterns recur throughout the book. - **Don't skip the texture storage mode discussion** (Chapter 7): It explains real performance trade-offs that matter when building production apps, not just learning exercises. - **The blend modes chapter is reference material**: Skim it once for the overview, then return to it when implementing specific effects in your own projects. ## 【Coverage Limits】 This guide covers the book's progression through rendering fundamentals, transformations, textures, and editing features based on available excerpts. The final chapters on layer effects and video editing pipelines are only partially represented in the source material—readers should expect more depth on video layer rendering and AVFoundation customization in the full text. ##
Excerpt 1
ement any kind of media processing in your own applications. What You Will Learn Understand fundamental concepts of GPU rendering to complex image and video...
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Excerpt 2
// Set the region of the drawable to draw into. encoder.setViewport(MTLViewport( originX: .zero, originY: .zero, width: Double(viewportSize.width), height: D...
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osition]]; float4 color; float size [[point_size]]; vertex PointVertex pointShaderViewportPositionedVertex(constant Vertex *vertices [[ buffer(0) ]], constan...
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ces: [Vertex] = [ Vertex(position: [-0.5, -0.5, 0.0, 1.0], color: [1, 0, 0, 1]), //bottom left Vertex(position: [0.5, -0.5, 0.0, 1.0], color: [0, 1, 0, 1]),...
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the linear color space. For textures in sRGB formats, the shader reads and writes are automatically converted by the hardware to function in linear space whi...
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Excerpt 6
d o2 represent the weight and offsets of the second weight. Let’s write a function that merges adjacent weights using the earlier method. func optimizeKernel...
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Excerpt 7
der.setRenderPipelineState(pipeline) } } Implementing Blend Modes Since the starter project already includes the required configurations, you can begin imple...
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Excerpt 8
zero, duration: CMTime(value: .max, timescale: 48000)))] } This code adds a composition instruction to cover the entire range of the source video. 274 Chapte...
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ISBN: 8868808315
Publisher: Apress
Publish Year: 2024
Language: English
Pages: 280
File Format: PDF
File Size: 11.0 MB
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