GPU accelerated the development of AE/Premiere Pro plugin?

Hi all

I am the developer of a prototype video processing algorithm that is currently an autonomous .NET executable.

I want to create a version compatible plugin After Effects or Premiere Pro of this algorithm.

My questions:

(1) should I use the SDK after effects, or the first Pro SDK to develop this plugin? A plugin After Effects run in Premiere Pro as well? Or, conversely, a Premiere Pro plugin does not work in After Effects?

(2) can an After Effects or first Pro Plugin tap into the power of the GPU? I have to learn CUDA/OpenCL for this, or the Adobe SDK kit includes its own GPU functions?

(3) what SDK makes it easy to create a plugin compatible multithreading, so that my plugin uses all cores of CPU on a computer?

(4) is it possible to get a free version of After Effects/Premiere Pro Developer, or do I have to buy full price to develop plugins for them?

Thanks for any help/answers!

Hello!

I'll try to answer some of these questions to the best of my knowledge. Currently, I am also developing acceleration GPU AE plugins, so I had to deal with some of these issues in the past months me.

(1) AE SDK allows you to develop plugins for AfterEffects (naturally), but these plugins are - with some restrictions - also usable in Premiere Pro. Please download and check the AE SDK for more information, but off the top of my head, I know that scripts JS and several suites of treatment are not supported in Premiere Pro and Premiere Pro uses a provision of different pixel as AE (BGRA vs RGBA for example). So, a plug-in AE can also work in Premiere Pro, if coded properly. What I did was checked in the plugin host, he was called and then by calling appropriate functions. See also the examples of AE SDK, for example the 'Portable' and the 'SDK_Noise' example for plugins that work everywhere in AE and PremierePro.
On a side note, the PremierePro SDK (AFAIK) only allows to develop native PremierePro plugins that cannot be used in AE.

(2) of course, a plugin can use the GPU - in this sense there is not much difference between a plugin and a standalone application. There is however no GPU related example in the SDK, only a rudimentary and broken example for pipeline fixed simple integration of OpenGL (example of name "GLator"). But you can of course create your own OpenGL context (preferably a window/renderbuffer hidden) and interface the GPU as you wish. Don't forget the context between native AE and your own GL context switching.
So yes, it is possible, but you should do all the work yourself, the SDK provides just an empty frame and you must code your own functions to interface to it.

The way preferred by most is probably (as I said above) using OpenGL and then compile GLSL shaders to run on the GPU. The main obstacle is to put your image of video uploaded to the GPU, so you must read each pixel of the AE pixel buffer, convert it to an OpenGL texture, transfer it to the GPU, then let the GPU do its magic and collated the rendering engine OpenGL renderbuffer pixel by pixel for the AE output buffer. Yet once, focus on the example of GLator to get an idea how to do this (although there are a few somewhat more effective methods).

(3) AE SDK should be very well already for multithreading. Most a plugin function/reminders are not thread-safe themselves in the SDK because they are distributed and called beyond the hearts of processor as needed by AE automatically. So when used correctly without blocking and callback functions of thread-safe for the treatment of the pixels, as is done in most of the examples of AE SDK, you should be fine at this level I think. If you need deeper control over threads, you have of course to do it manually, for example by a blocking to make call and start your own thread of this (not that good practices, but you should get the idea).

(4) you must contact Adobe and ask them for a NFR/developer version, but I don't know if they offer it for everyone. In addition, there is a time-limited trial version that should work also with third-party plugins, I think, so perhaps it's an inexpensive way to test

See you soon,.
Toby

Tags: After Effects

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