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richgel999's profile
Rich Geldreich
Rich Geldreich
Rich Geldreich
@richgel999

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Rich Geldreich

@richgel999

Entrepreneur at http://Binomial.info , Khronos member working on Basis. Ex-Valve/MS,Age1DE,3/Halo Wars/Portal2/DotA2/CS:GO.

Portland, OR
sites.google.com/site/richgel99/
Joined March 2011

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    1. Rich Geldreich‏ @richgel999 Oct 23

      First-multimode RDO BC7 experiment: First pack all blocks to mode 6, then mode 1 (2 subsets). Flag those blocks which result in a 4dB higher PSNR in M1 vs. M6. For kodim18 that's around 5% of the blocks. M6 blocks are quantized in this experiment, but the M1 blocks aren't.pic.twitter.com/iGzMSkFfvk

      2 replies 2 retweets 5 likes
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    2. Rich Geldreich‏ @richgel999 Oct 23

      Non-RDO M6-only encoding gets 6.7bpp 45.7dB Y PSNR, non-RDO BC1 gets 3.2bpp 35.2dB. Quantized M6-only (second pic) gets 4.62bpp 40.0dB, and Quantized M6+unquantized M1 (first pic) gets 4.87bpp 40.3dB.

      1 reply 0 retweets 2 likes
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    3. Rich Geldreich‏ @richgel999 Oct 23

      The PSNR gain is minor (.3 dB) but the reduction in blockiness is noticeable if you zoom in.

      1 reply 0 retweets 2 likes
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    4. Pär Winzell‏ @Zellski Oct 23
      Replying to @richgel999

      Curious if MSSIM would highlight that difference better.

      1 reply 0 retweets 0 likes
      Rich Geldreich‏ @richgel999 Oct 23
      Replying to @Zellski

      I have/use SSIM, but I've got it disabled at the moment because it's slower to compute (and I'm just messing around with this particular experiment).

      5:57 PM - 23 Oct 2018
      • 1 Like
      • Pär Winzell
      1 reply 0 retweets 1 like
        1. New conversation
        2. Rich Geldreich‏ @richgel999 Oct 23
          Replying to @richgel999 @Zellski

          A better way of determining whether or not to use M1 vs. M6: If the mode 6 PSNR is better than some threshold (like 50 dB), don't bother using M1 because the block is already good enough. Otherwise, choose M1 if its PSNR improvement is greater than some threshold.

          1 reply 0 retweets 1 like
        3. Pär Winzell‏ @Zellski Oct 23
          Replying to @richgel999

          One awesome thing about texture compression is that such a large portion of the work is developing genuine algorithms from scratch, getting to use your design intuition and understanding of the space. It's so easy for software engineering to become nothing but integration.

          1 reply 0 retweets 1 like
        4. Rich Geldreich‏ @richgel999 Oct 23
          Replying to @Zellski

          Yea, texture compression is an interesting space. I'm under NDA so I can't say which titles use my codecs, but some of the largest AAA games use crunch or Basis. The majority of the visual signals passed into those engines goes through my hand-tuned codecs which is really cool.

          1 reply 0 retweets 1 like
        5. Rich Geldreich‏ @richgel999 Oct 23
          Replying to @richgel999 @Zellski

          To create these codecs I have to examine thousands of textures over many different quality levels. I guess my brain has been trained to judge which GPU texture compression artifacts will be objectionable, and which ones aren't. It's harder than it looks.

          1 reply 0 retweets 0 likes
        6. Pär Winzell‏ @Zellski Oct 23
          Replying to @richgel999

          Yeah, I don't doubt it. I sometimes dream about neural networks self-training to at least help with the parameter space; modes and partitions and such. But concepts like "visually objectionable" might be tricky to turn into a differentiable objective function. :)

          0 replies 0 retweets 1 like
        7. End of conversation

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