| page.title=Computation |
| page.landing=true |
| page.landing.intro=RenderScript provides a platform-independent computation engine that operates at the native level. Use it to accelerate your apps that require extensive computational horsepower. |
| page.landing.image= |
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| @jd:body |
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| <div class="landing-docs"> |
| |
| <div> |
| <h3>Blog Articles</h3> |
| |
| <a |
| href="http://android-developers.blogspot.com/2013/01/evolution-of-renderscript-performance.html"> |
| <h4>Evolution of RenderScript Performance</h4> |
| <p>It’s been a year since the last blog post on RenderScript, and with the release |
| of Android 4.2, it’s a good time to talk about the performance work that we’ve done |
| since then. One of the major goals of this past year was to improve the performance |
| of common image-processing operations with RenderScript.</p> </a> |
| |
| <a |
| href="http://android-developers.blogspot.com/2012/01/levels-in-renderscript.html"> |
| <h4>Levels in RenderScript</h4> |
| <p>For ICS, RenderScript (RS) has been updated with several new features to simplify |
| adding compute acceleration to your application. RS is interesting for compute |
| acceleration when you have large buffers of data on which you need to do significant |
| processing. In this example we will look at applying a levels/saturation operation |
| on a bitmap.</p> |
| </a> |
| |
| <a |
| href="http://android-developers.blogspot.com/2011/03/renderscript.html"> |
| <h4>RenderScript Part 2</h4> |
| <p>In Introducing RenderScript I gave a brief overview of this technology. |
| In this post I’ll look at "compute" in more detail. In RenderScript we use |
| "compute" to mean offloading of data processing from Dalvik code to |
| RenderScript code which may run on the same or different processor(s).</p> |
| </a> |
| </div> |
| |
| </div> |
| </div> |