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    <p>Why do you make the assumption that they use the same formula?</p> <p>Even if they do use the same formula and you accept that the implementation is different would you expect the output to be the same?</p> <p>At the end of the day the code is designed to work with perception not be mathematically precise. Although you can get this with CUDA if you want. </p> <p>Rather than being suprised that you get different results i would be very suprised if you got pixel perfect matches.</p> <p>the way they represent colour is different ... I know for a fact nvidia uses a float(maybe double) to represent colour wheras GDI uses int i believe.</p> <p><a href="http://en.wikipedia.org/wiki/GPGPU" rel="nofollow">http://en.wikipedia.org/wiki/GPGPU</a></p> <p>In DX9 shader 2.0 appears which is when the implementation of colour switched from int to 24 and 32 bit floats.</p> <p>try comparing ati/amd rendering to nvidia rendering and you can clearly see that colour is very different. I first noticed this in quake 2 ... the difference between the 2 cards was staggering - of course that is due to a great many number of things, least of which is their bilinier interp implementation.</p> <p>EDIT: the info about how the specification was made happeend after i answered. Anyway i think the datatypes used to store it iwll be different no matter how you specify it. Moreover the implementation of float is likley to be different. I may be wrong but im pretty sure that c# implements float differently to the C compiler that nvidia uses. (and that assumes that GDI+ doesnt just convert the float into the equivalent int ....)</p> <p>Even if i am wrong about that I would enerally hold it to be exceptional to expect 2 different implementations of an algorithm to be identical. they are optomised for speed as a result the difference in optomisation will directly translate to a difference in image quality as this speed will come from a different approach to cutting corners/approximation.</p>
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