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iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas Akenine-Moller Lund University
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Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Dec 25, 2015

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Page 1: Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Slide titleIn CAPITALS

50 pt

Slide subtitle 32 pt

iPACKMAN –

High-Quality, Low Complexity Texture Compression for Mobile Phones

Jacob StromEricsson

Tomas Akenine-MollerLund University

Page 2: Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Top right corner for field-mark, customer or partner logotypes. See Best practice for example.

Slide title 40 pt

Slide subtitle 24 pt

Text 24 pt

Bullets level 2-520 pt

Why 3D Graphics…on a Mobile Phone?

Man-Machine Interfaces Screen Savers Games Maps, Messaging, Browsing and more…

Page 3: Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Top right corner for field-mark, customer or partner logotypes. See Best practice for example.

Slide title 40 pt

Slide subtitle 24 pt

Text 24 pt

Bullets level 2-520 pt

Why is 3D Graphics Hardon a Mobile Phone?

Limited resources: Small amount of memory Little memory bandwidth Little chip area for special purpose Powered by batteries

Page 4: Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Top right corner for field-mark, customer or partner logotypes. See Best practice for example.

Slide title 40 pt

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Text 24 pt

Bullets level 2-520 pt

Texture Compression Helps

Small amount of memory– More texture data can fit in the limited amount of memory

Little memory bandwidth– More texturing possible for same amount of bandwidth

Little chip area for special purpose– A texture cache using compressed data can be made

smaller Powered by batteries

– Reduced bandwidth means lower energy consumption from PACKMAN to iPACKMAN: complexity

Page 5: Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Top right corner for field-mark, customer or partner logotypes. See Best practice for example.

Slide title 40 pt

Slide subtitle 24 pt

Text 24 pt

Bullets level 2-520 pt

Previous Work

Scheme Complexity Quality

CCC [Campbell et al. ’86] Low – but uses indirect addressing

Medium/Low

Page 6: Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Top right corner for field-mark, customer or partner logotypes. See Best practice for example.

Slide title 40 pt

Slide subtitle 24 pt

Text 24 pt

Bullets level 2-520 pt

Previous Work

Scheme Complexity Quality

CCC [Campbell et al. ’86] Low – but uses indirect addressing

Medium/Low

S3TC/DXTC [Iourcha et al. ‘99] Medium/High – performs multiplication with 1/3 and 2/3

High

Page 7: Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Top right corner for field-mark, customer or partner logotypes. See Best practice for example.

Slide title 40 pt

Slide subtitle 24 pt

Text 24 pt

Bullets level 2-520 pt

Previous Work

Scheme Complexity Quality

CCC [Campbell et al. ’86] Low – but uses indirect addressing

Medium/Low

S3TC/DXTC [Iourcha et al. ‘99] Medium/High – performs multiplication with 1/3 and 2/3

High

PVR-TC [Fenney ’03] Medium/High – bilinear upscaling

High

Page 8: Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Top right corner for field-mark, customer or partner logotypes. See Best practice for example.

Slide title 40 pt

Slide subtitle 24 pt

Text 24 pt

Bullets level 2-520 pt

Previous Work

Scheme Complexity Quality

CCC [Campbell et al. ’86] Low – but uses indirect addressing

Medium/Low

S3TC/DXTC [Iourcha et al. ‘99] Medium/High – performs multiplication with 1/3 and 2/3

High

PVR-TC [Fenney ’03] Medium/High – bilinear upscaling

High

??? Low High

Page 9: Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Top right corner for field-mark, customer or partner logotypes. See Best practice for example.

Slide title 40 pt

Slide subtitle 24 pt

Text 24 pt

Bullets level 2-520 pt

Design Goals

Low Decompression Complexity– 8 parallel units needed for one trilinear operation per clock– mobile devices have very little surface area to spare

High Image Quality– Should be on par with, or better than, industry standard

DXTC at the same bit rate Should be “system friendly”

– You want to be able to store compressed data in the cache, and that means that the decompression needs to be simple and fast.

– No indirect data such as a color palette that increases latency

– No data from adjacent blocks should be needed– For systems without a texture cache, a block size of 32 bits

would be preferable, matching the size of the bus.

Page 10: Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Top right corner for field-mark, customer or partner logotypes. See Best practice for example.

Slide title 40 pt

Slide subtitle 24 pt

Text 24 pt

Bullets level 2-520 pt

Basic Idea PACKMAN

The Human Visual System is more sensitive to luminance than to chrominance

In video and still image coding, chrominance information is most often subsampled in the x- and y- direction (MPEG, JPEG, H263, H264 etc). Loosely speaking, chrominance is defined per 2x2 block.

PACKMAN has basically only one color per 2x4 block. The rest is luminance information

Code each 2x4 block using 32 bits

Page 11: Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Top right corner for field-mark, customer or partner logotypes. See Best practice for example.

Slide title 40 pt

Slide subtitle 24 pt

Text 24 pt

Bullets level 2-520 pt

Basic Idea PACKMAN

Use only 12 bits to specify a “base color” for a 2x4 block

12-bit “base color”

Page 12: Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Top right corner for field-mark, customer or partner logotypes. See Best practice for example.

Slide title 40 pt

Slide subtitle 24 pt

Text 24 pt

Bullets level 2-520 pt

Basic Idea PACKMAN

Use only 12 bits to specify a “base color” for a 2x4 block Modify the luminance for each pixel in the block

+per-pixel

luminance12-bit “base

color”

Page 13: Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Top right corner for field-mark, customer or partner logotypes. See Best practice for example.

Slide title 40 pt

Slide subtitle 24 pt

Text 24 pt

Bullets level 2-520 pt

Basic Idea PACKMAN

Use only 12 bits to specify a “base color” for a 2x4 block Modify the luminance for each pixel in the block

+ =per-pixel

luminanceresulting image12-bit “base

color”

Page 14: Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Top right corner for field-mark, customer or partner logotypes. See Best practice for example.

Slide title 40 pt

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Text 24 pt

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Luminance modification

Only one value per pixel needed to specify luminance

Page 15: Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Top right corner for field-mark, customer or partner logotypes. See Best practice for example.

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Luminance modification

Only one value per pixel needed to specify luminance

R = 17G = 34B = 204

Base Color

Page 16: Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Top right corner for field-mark, customer or partner logotypes. See Best practice for example.

Slide title 40 pt

Slide subtitle 24 pt

Text 24 pt

Bullets level 2-520 pt

Luminance modification

Only one value per pixel needed to specify luminance

R = 17G = 34B = 204

Base Color

+110+110+110

Add same value

Page 17: Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Top right corner for field-mark, customer or partner logotypes. See Best practice for example.

Slide title 40 pt

Slide subtitle 24 pt

Text 24 pt

Bullets level 2-520 pt

Luminance modification

Only one value per pixel needed to specify luminance

R = 17G = 34B = 204

Base Color

+110+110+110

Add same value

= 127= 144= 255 (after clamping)

Resulting Color

Page 18: Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Top right corner for field-mark, customer or partner logotypes. See Best practice for example.

Slide title 40 pt

Slide subtitle 24 pt

Text 24 pt

Bullets level 2-520 pt

How to Specify Luminance

Two bits per pixel are used to specify the luminance. Modifier is one out of four values.

Problem: Small values [-8, -2, 2, 8]

Page 19: Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Top right corner for field-mark, customer or partner logotypes. See Best practice for example.

Slide title 40 pt

Slide subtitle 24 pt

Text 24 pt

Bullets level 2-520 pt

How to Specify Luminance

Two bits per pixel are used to specify the luminance. Modifier is one out of four values.

Problem: Small values [-8, -2, 2, 8] – smooth transitions OK

Page 20: Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Top right corner for field-mark, customer or partner logotypes. See Best practice for example.

Slide title 40 pt

Slide subtitle 24 pt

Text 24 pt

Bullets level 2-520 pt

How to Specify Luminance

Two bits per pixel are used to specify the luminance. Modifier is one out of four values.

Problem: Small values [-8, -2, 2, 8] – smooth transitions OK– sharp edges bad

Page 21: Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Top right corner for field-mark, customer or partner logotypes. See Best practice for example.

Slide title 40 pt

Slide subtitle 24 pt

Text 24 pt

Bullets level 2-520 pt

How to Specify Luminance

Two bits per pixel are used to specify the luminance. Modifier is one out of four values.

Problem: Small values [-8, -2, 2, 8] – smooth transitions OK– sharp edges bad

Big values [-255, -127, 127, 255] – sharp edges OK

Page 22: Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Top right corner for field-mark, customer or partner logotypes. See Best practice for example.

Slide title 40 pt

Slide subtitle 24 pt

Text 24 pt

Bullets level 2-520 pt

How to Specify Luminance

Two bits per pixel are used to specify the luminance. Modifier is one out of four values.

Problem: Small values [-8, -2, 2, 8] – smooth transitions OK– sharp edges bad

Big values [-255, -127, 127, 255] – sharp edges OK– smooth transitions bad

Page 23: Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Top right corner for field-mark, customer or partner logotypes. See Best practice for example.

Slide title 40 pt

Slide subtitle 24 pt

Text 24 pt

Bullets level 2-520 pt

How to Specify Luminance

Two bits per pixel are used to specify the luminance. Modifier is one out of four values.

Problem: Small values [-8, -2, 2, 8] – smooth transitions OK– sharp edges bad

Big values [-255, -127, 127, 255] – sharp edges OK– smooth transitions bad

Solution: Codebook of tables, one/block.

Page 24: Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Top right corner for field-mark, customer or partner logotypes. See Best practice for example.

Slide title 40 pt

Slide subtitle 24 pt

Text 24 pt

Bullets level 2-520 pt

Modifier Codebook

We created the codebook from random numbers by minimizing the error for a set of images.

?? ?? ?? ???? ?? ?? ???? ?? ?? ???? ?? ?? ???? ?? ?? ???? ?? ?? ???? ?? ?? ???? ?? ?? ???? ?? ?? ???? ?? ?? ???? ?? ?? ???? ?? ?? ???? ?? ?? ???? ?? ?? ???? ?? ?? ???? ?? ?? ??

Page 25: Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Top right corner for field-mark, customer or partner logotypes. See Best practice for example.

Slide title 40 pt

Slide subtitle 24 pt

Text 24 pt

Bullets level 2-520 pt

Modifier Codebook

We created the codebook from random numbers by minimizing the error for a set of images.

-8 -2 2 8-12 -4 4 12-16 -4 4 16-24 -8 8 24-31 -6 6 31-34 -12 12 34-47 -19 19 47-50 -8 8 50-62 -12 12 62-68 -24 24 68-80 -28 28 80-94 -38 38 94

-100 -16 16 100-127 -42 42 127-160 -56 56 160-254 -84 84 254

Page 26: Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Top right corner for field-mark, customer or partner logotypes. See Best practice for example.

Slide title 40 pt

Slide subtitle 24 pt

Text 24 pt

Bullets level 2-520 pt

Modifier Codebook

We created the codebook from random numbers by minimizing the error for a set of images.

– Simulated Annealing– Modified version of LBG-algorithm

Symmetry was enforced to reduce on-chip memory

-8 -2 2 8-12 -4 4 12-16 -4 4 16-24 -8 8 24-31 -6 6 31-34 -12 12 34-47 -19 19 47-50 -8 8 50-62 -12 12 62-68 -24 24 68-80 -28 28 80-94 -38 38 94

-100 -16 16 100-127 -42 42 127-160 -56 56 160-254 -84 84 254

Page 27: Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Top right corner for field-mark, customer or partner logotypes. See Best practice for example.

Slide title 40 pt

Slide subtitle 24 pt

Text 24 pt

Bullets level 2-520 pt

Modifier Codebook

We created the codebook from random numbers by minimizing the error for a set of images.

– Simulated Annealing– Modified version of LBG-algorithm

Symmetry was enforced to reduce on-chip memory

-8 -2 2 8-12 -4 4 12-16 -4 4 16-24 -8 8 24-31 -6 6 31-34 -12 12 34-47 -19 19 47-50 -8 8 50-62 -12 12 62-68 -24 24 68-80 -28 28 80-94 -38 38 94

-100 -16 16 100-127 -42 42 127-160 -56 56 160-254 -84 84 254

Page 28: Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Top right corner for field-mark, customer or partner logotypes. See Best practice for example.

Slide title 40 pt

Slide subtitle 24 pt

Text 24 pt

Bullets level 2-520 pt

Modifier Codebook

We created the codebook from random numbers by minimizing the error for a set of images.

– Simulated Annealing– Modified version of LBG-algorithm

Symmetry was enforced to reduce on-chip memory

This way only half the table needed to be stored on chip.

-8 -2 2 8-12 -4 4 12-16 -4 4 16-24 -8 8 24-31 -6 6 31-34 -12 12 34-47 -19 19 47-50 -8 8 50-62 -12 12 62-68 -24 24 68-80 -28 28 80-94 -38 38 94

-100 -16 16 100-127 -42 42 127-160 -56 56 160-254 -84 84 254

Page 29: Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Top right corner for field-mark, customer or partner logotypes. See Best practice for example.

Slide title 40 pt

Slide subtitle 24 pt

Text 24 pt

Bullets level 2-520 pt

Modifier Codebook

We created the codebook from random numbers by minimizing the error for a set of images.

– Simulated Annealing– Modified version of LBG-algorithm

Symmetry was enforced to reduce on-chip memory

This way only half the table needed to be stored on chip.

-8 -2-12 -4-16 -4-24 -8-31 -6-34 -12-47 -19-50 -8-62 -12-68 -24-80 -28-94 -38

-100 -16-127 -42-160 -56-254 -84

Page 30: Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Top right corner for field-mark, customer or partner logotypes. See Best practice for example.

Slide title 40 pt

Slide subtitle 24 pt

Text 24 pt

Bullets level 2-520 pt

Modifier Codebook

We created the codebook from random numbers by minimizing the error for a set of images.

– Simulated Annealing– Modified version of LBG-algorithm

Symmetry was enforced to reduce on-chip memory

This way only half the table needed to be stored on chip.

-8 -2-12 -4-16 -4-24 -8-31 -6-34 -12-47 -19-50 -8-62 -12-68 -24-80 -28-94 -38

-100 -16-127 -42-160 -56-254 -84

The same table is used for all textures – can be hardwired into the logic.

Page 31: Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Top right corner for field-mark, customer or partner logotypes. See Best practice for example.

Slide title 40 pt

Slide subtitle 24 pt

Text 24 pt

Bullets level 2-520 pt

Bit outline

First 12 bits is RGB444 which gives the base color for the entire block.

12 bit RGB444

9956b59f

9 9 5

153 153 85

Page 32: Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Top right corner for field-mark, customer or partner logotypes. See Best practice for example.

Slide title 40 pt

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Text 24 pt

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Bit outline

Next 4 bits selects a table from a set of 16 tables

12 bit RGB444

9 9 5 6

11 10 00 01

-8 -2 2 8

-12 -4 4 12

-16 -4 4 16

-24 -8 8 24

-31 -6 6 31

-34 -12 12 34

-47 -19 19 47

-50 -8 8 50

-62 -12 12 62

-68 -24 24 68

-80 -28 28 80

-94 -38 38 94

-100 -16 16 100

-127 -42 42 127

-160 -56 56 160

-254 -84 84 254

Page 33: Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Top right corner for field-mark, customer or partner logotypes. See Best practice for example.

Slide title 40 pt

Slide subtitle 24 pt

Text 24 pt

Bullets level 2-520 pt

Bit outline

Next 4 bits selects a table from a set of 16 tables.

12 bit RGB444

9 9 5 6

11 10 00 01

-47 -19 19 47

11 10 00 01

-8 -2 2 8

-12 -4 4 12

-16 -4 4 16

-24 -8 8 24

-31 -6 6 31

-34 -12 12 34

-47 -19 19 47

-50 -8 8 50

-62 -12 12 62

-68 -24 24 68

-80 -28 28 80

-94 -38 38 94

-100 -16 16 100

-127 -42 42 127

-160 -56 56 160

-254 -84 84 254

Page 34: Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Top right corner for field-mark, customer or partner logotypes. See Best practice for example.

Slide title 40 pt

Slide subtitle 24 pt

Text 24 pt

Bullets level 2-520 pt

Bit outline

The next 2 bits modifies the first pixel according to the table…

12 bit RGB444

9 9 5 6

-47 -19 19 4711 10 00 01

66134134=

85153153

-19-19-19+

10

4719-19-47

Page 35: Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Top right corner for field-mark, customer or partner logotypes. See Best practice for example.

Slide title 40 pt

Slide subtitle 24 pt

Text 24 pt

Bullets level 2-520 pt

Bit outline

The next 2 bits modifies the first pixel according to the table… and so on.

12 bit RGB444

9 9 5 6

-47 -19 19 4711 10 00 01 153 153 85

+ -47 -47 -47

= 106 106 38

1110

Page 36: Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Top right corner for field-mark, customer or partner logotypes. See Best practice for example.

Slide title 40 pt

Slide subtitle 24 pt

Text 24 pt

Bullets level 2-520 pt

Bit outline

The next 2 bits modifies the first pixel according to the table… and so on.

12 bit RGB444

9 9 5 6

-47 -19 19 4711 10 00 01 153 153 85

+ 47 47 47

= 200 200 132

1110 01

Page 37: Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Top right corner for field-mark, customer or partner logotypes. See Best practice for example.

Slide title 40 pt

Slide subtitle 24 pt

Text 24 pt

Bullets level 2-520 pt

Bit outline

The next 2 bits modifies the first pixel according to the table… and so on.

12 bit RGB444

9 9 5 6

-47 -19 19 4711 10 00 01 153 153 85

+ 47 47 47

= 200 200 132

1110 01 01

Page 38: Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Top right corner for field-mark, customer or partner logotypes. See Best practice for example.

Slide title 40 pt

Slide subtitle 24 pt

Text 24 pt

Bullets level 2-520 pt

Bit outline

The next 2 bits modifies the first pixel according to the table… and so on.

12 bit RGB444

9 9 5 6

-47 -19 19 4711 10 00 01 153 153 85

+ -19 -19 -19

= 134 134 66

1110 01 0110

Page 39: Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Top right corner for field-mark, customer or partner logotypes. See Best practice for example.

Slide title 40 pt

Slide subtitle 24 pt

Text 24 pt

Bullets level 2-520 pt

Bit outline

The next 2 bits modifies the first pixel according to the table… and so on.

12 bit RGB444

9 9 5 6

-47 -19 19 4711 10 00 01 153 153 85

+ 47 47 47

= 200 200 132

1110 01 0110 01

Page 40: Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Top right corner for field-mark, customer or partner logotypes. See Best practice for example.

Slide title 40 pt

Slide subtitle 24 pt

Text 24 pt

Bullets level 2-520 pt

Bit outline

The next 2 bits modifies the first pixel according to the table… and so on.

12 bit RGB444

9 9 5 6

-47 -19 19 4711 10 00 01 153 153 85

+ -47 -47 -47

= 106 106 38

1110 01 0110 01 11

Page 41: Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Top right corner for field-mark, customer or partner logotypes. See Best practice for example.

Slide title 40 pt

Slide subtitle 24 pt

Text 24 pt

Bullets level 2-520 pt

Bit outline

The next 2 bits modifies the first pixel according to the table… and so on.

12 bit RGB444

9 9 5 6

-47 -19 19 4711 10 00 01 153 153 85

+ -47 -47 -47

= 106 106 38

1110 01 0110 01 11 11

Page 42: Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Top right corner for field-mark, customer or partner logotypes. See Best practice for example.

Slide title 40 pt

Slide subtitle 24 pt

Text 24 pt

Bullets level 2-520 pt

Simple Decompression

The correct texel is selected

Page 43: Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Top right corner for field-mark, customer or partner logotypes. See Best practice for example.

Slide title 40 pt

Slide subtitle 24 pt

Text 24 pt

Bullets level 2-520 pt

Simple Decompression

The correct texel is selected The modifier value is looked

up

Page 44: Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Top right corner for field-mark, customer or partner logotypes. See Best practice for example.

Slide title 40 pt

Slide subtitle 24 pt

Text 24 pt

Bullets level 2-520 pt

Simple Decompression

The correct texel is selected The modifier value is looked

up The base color is extended to

24 bits

Page 45: Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Top right corner for field-mark, customer or partner logotypes. See Best practice for example.

Slide title 40 pt

Slide subtitle 24 pt

Text 24 pt

Bullets level 2-520 pt

Simple Decompression

The correct texel is selected The modifier value is looked

up The base color is extended to

24 bits The modifier value is added

Page 46: Slide title In CAPITALS 50 pt Slide subtitle 32 pt iPACKMAN – High-Quality, Low Complexity Texture Compression for Mobile Phones Jacob Strom Ericsson Tomas.

Top right corner for field-mark, customer or partner logotypes. See Best practice for example.

Slide title 40 pt

Slide subtitle 24 pt

Text 24 pt

Bullets level 2-520 pt

Simple Decompression

The correct texel is selected The modifier value is looked

up The base color is extended to

24 bits The modifier value is added The result is clamped

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PACKMAN Flaws

PACKMAN was of very low complexity, but– 2 dB worse than DXTC in terms of Peak Signal to Noise

Ratio (PSNR)– Suffered from chrominance banding / block artifacts due to

low color resolution (RGB444)

original PACKMAN

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PACKMAN Flaws

PACKMAN was of very low complexity, but– 2 dB worse than DXTC in terms of Peak Signal to Noise

Ratio (PSNR)– Suffered from chrominance banding / block artifacts due to

low color resolution (RGB444)

original PACKMAN

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Enhancing the Chrominance…would increasing the block size help?

By coding 4x4 blocks instead of 2x4 blocks, spatial redundancy could be better exploited.

The small block size of 32 bits would be lost, but that was only beneficial in systems without a texture cache, so it was not a big loss.

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Neighboring Base ColorsQuite Similar

88% within interval [-4, 3]

max(|R1-R2|, |G1-G2|, |B1-B2|)(in RGB555)

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Differential Encoding

R G B table 1110 01 0110 01 11 11

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Differential Encoding

R G B table

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Differential Encoding

R G B table

Instead of coding the left block with RGB444…

left block

left block

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Differential Encoding

R G B R G Btable table

Instead of coding the left block with RGB444… and the right with RGB444…

left block right block

left blockright block

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Differential Encoding

R G B R G Btable table

R G B table bits

Instead of coding the left block with RGB444… and the right with RGB444…

We code the left with RGB555…

left block right block

left blockright block

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Differential Encoding

R G B R G Btable table

R dR G dG B dB table bits

Instead of coding the left block with RGB444… and the right with RGB444…

We code the left with RGB555… and the right with dR dG dB 333.

left block right block

left blockright block

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Differential Encoding

R dR G dG B dB table bits

However, in 10% of the cases, the left and right blocks will differ too much in color for differential coding.

left blockright block

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Differential Encoding

R dR G dG B dB table bits

However, in 10% of the cases, the left and right blocks will differ too much in color for differential coding.

left blockright block

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Differential Encoding

R dR G dG B dB table bits

However, in 10% of the cases, the left and right blocks will differ too much in color for differential coding.

For these blocks, we fall black to individual coding.

left blockright block

G G B BR R table bits

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Differential Encoding

R dR G dG B dB table bits

However, in 10% of the cases, the left and right blocks will differ too much in color for differential coding.

For these blocks, we fall black to individual coding.

We thus need an extra bit to signal if we are in differential mode or not.

left blockright block

G G B BR R table bits

555differential or 444

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Differential Encoding

R dR G dG B dB table bits

However, in 10% of the cases, the left and right blocks will differ too much in color for differential coding.

For these blocks, we fall black to individual coding.

We thus need an extra bit to signal if we are in differential mode or not.

We must take that bit from somewhere.

left blockright block

G G B BR R table bits

555differential or 444

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Differential Encoding

R dR G dG B dB table bits

By shrinking the codebook from 16 entries to 8, we can save one bit on each of the table code words.

G G B BR R table bits

-8 -2 2 8-12 -4 4 12-16 -4 4 16-24 -8 8 24-31 -6 6 31-34 -12 12 34-47 -19 19 47-50 -8 8 50-62 -12 12 62-68 -24 24 68-80 -28 28 80-94 -38 38 94

-100 -16 16 100-127 -42 42 127-160 -56 56 160-254 -84 84 254

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Differential Encoding

R dR G dG B dB table bits

By shrinking the codebook from 16 entries to 8, we can save one bit on each of the table code words.

G G B BR R table bits

-8 -2 2 8-17 -5 5 17-29 -9 9 29-42 -13 13 42-60 -18 18 60-80 -24 24 80

-106 -33 33 106-183 -47 47 183

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Differential Encoding

R dR G dG B dB table bits

By shrinking the codebook from 16 entries to 8, we can save one bit on each of the table code words.

G G B BR R table bits

-8 -2 2 8-17 -5 5 17-29 -9 9 29-42 -13 13 42-60 -18 18 60-80 -24 24 80

-106 -33 33 106-183 -47 47 183

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Differential Encoding

R dR G dG B dB table bits

By shrinking the codebook from 16 entries to 8, we can save one bit on each of the table code words.

That creates room for an extra bit.

G G B BR R table bits

-8 -2 2 8-17 -5 5 17-29 -9 9 29-42 -13 13 42-60 -18 18 60-80 -24 24 80

-106 -33 33 106-183 -47 47 183

flipped or non flipped

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Differential Encoding

R dR G dG B dB table bits

By shrinking the codebook from 16 entries to 8, we can save one bit on each of the table code words.

That creates room for an extra bit. The new bit determines if the 2x4 blocks

are vertically or horizontally oriented.

G G B BR R table bits

flipped or non flipped

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Results “improved PACKMAN”or iPACKMAN for short

Much less chrominance banding Jumps 2.5 dB in PSNR overall

PACKMAN iPACKMAN

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Slide titleIn CAPITALS

50 pt

Slide subtitle 32 pt

Results

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Quality Measure

One common measure is the Root Mean Square Error (RMSE) measure.

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Quality Measure

One common measure is the Root Mean Square Error (RMSE) measure.

A variant of this is Peak Signal to Noise ratio (PSNR)

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Quality Measure

One common measure is the Root Mean Square Error (RMSE) measure.

A variant of this is Peak Signal to Noise ratio (PSNR)

Usually, 0.25 dB difference is a visible difference.

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ResultsWe have compared against the following systems:

Scheme Coder Used

S3TC/DXTC [Iourcha et al. ‘99] ATI’s Compressonator, with weights [1, 1, 1] to maximize PSNR

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ResultsWe have compared against the following systems:

Scheme Coder Used

S3TC/DXTC [Iourcha et al. ‘99] ATI’s Compressonator, with weights [1, 1, 1] to maximize PSNR

PVR-TC [Fenney ’03] No coder publicly available – the same images were used and results taken from the paper.

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ResultsWe have compared against the following systems:

Scheme Coder Used

S3TC/DXTC [Iourcha et al. ‘99] ATI’s Compressonator, with weights [1, 1, 1] to maximize PSNR

PVR-TC [Fenney ’03] No coder publicly available – the same images were used and results taken from the paper.

The 7 images used were:

Lena Lorikeet Kodim1-5

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ResultsWe have compared against the following systems:

Scheme Coder Used

S3TC/DXTC [Iourcha et al. ‘99] ATI’s Compressonator, with weights [1, 1, 1] to maximize PSNR

PVR-TC [Fenney ’03] No coder publicly available – the same images were used and results taken from the paper.

PACKMAN [Strom and Akenine-Moller ’04]

Exhaustive Coding

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Results for iPACKMANWe have compared against the following systems:

Scheme Coder Used Average Gain

S3TC/DXTC [Iourcha et al. ‘99] ATI’s Compressonator, with weights [1, 1, 1] to maximize PSNR

0.41 dB

PVR-TC [Fenney ’03] No coder publicly available – the same images were used and results taken from the paper.

0.65 dB

PACKMAN [Strom and Akenine-Moller ’04]

Exhaustive Coding 2.5 dB

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Strengths

The strengths can most easily be seen in areas with fine variations in luminance.

original

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Strengths

The strengths can most easily be seen in areas with fine variations in luminance.

original S3TC/DXTC

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Strengths

The strengths can most easily be seen in areas with fine variations in luminance.

original S3TC/DXTC iPACKMAN

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Strengths

The strengths can most easily be seen in areas with fine variations in luminance.

original S3TC/DXTC iPACKMAN

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Strengths

The strengths can most easily be seen in areas with fine variations in luminance.

original S3TC/DXTC iPACKMAN

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Strengths

The strengths can most easily be seen in areas with fine variations in luminance.

original S3TC/DXTC iPACKMAN

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Weaknesses

When there are more than two colors of different chrominance in a 2x4 block, iPACKMAN has problems.

Such artifacts are especially visible when the two colors have similar luminance.

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Weaknesses

When there are more than two colors of different chrominance in a 2x4 block, iPACKMAN has problems.

Such artifacts are especially visible when the two colors have similar luminance.

original

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Weaknesses

When there are more than two colors of different chrominance in a 2x4 block, iPACKMAN has problems.

Such artifacts are especially visible when the two colors have similar luminance.

original S3TC/DXTC

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Weaknesses

When there are more than two colors of different chrominance in a 2x4 block, iPACKMAN has problems.

Such artifacts are especially visible when the two colors have similar luminance.

original S3TC/DXTC iPACKMAN

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Error Metric

When selecting one way to compress a block over another, an error metric is used to tell which is better.

An obvious error metric to use is to sum the squared error over the block:

e2 = (R-R’)2 + (G-G’)2 + (B-B’)2

However, since the eye is more sensitive to errors in green than in red and blue, it makes sense to add more weight to the green component:

e2 = wR2 (R-R’)2 + wG

2 (G-G’)2 + wB2 (B-B’)2

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Error Metric

Original

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Error Metric

Original

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Error Metric

Original

Non-perceptualError Metric

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Error Metric

Original

Non-perceptualError Metric

PerceptualError Metric

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Error Metric

Original

Non-perceptualError Metric

PerceptualError Metric

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Error Metric

Original

Non-perceptualError Metric

PerceptualError Metric

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Error Metric

Original

Non-perceptualError Metric

PerceptualError Metric

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Error Metric

Original

Non-perceptualError Metric

PerceptualError Metric

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Normal Maps

We have tried to compress tangent space normal maps with iPACKMAN, with mixed results.

For high-frequency normal maps, such as the one to the right, it works fine.

However, for slowly varying normal maps, banding becomes a problem.

The result is that iPACKMAN should not be used for normal maps, except in high-frequency cases.

original

iPACKMAN

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Alpha (RGBA) Textures

Currently, iPACKMAN cannot handle RGBA textures. In DXT2-5, the alpha (A-component) is treated

separately from the RGB components:

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Alpha (RGBA) Textures

A similar method could be applicable for iPACKMAN It is also possible to cram all four components (R, G, B

and A) into 64 bits, but this will compromise image quality.

64 bits RGB 64 bits A 64 bits RGB 64 bits A

Currently, iPACKMAN cannot handle RGBA textures. In DXT2-5, the alpha (A-component) is treated

separately from the RGB components:

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Adoption

The Khronos organization has adopted iPACKMAN under the name “Ericsson Texture Compression” (ETC) through an OES extension for OpenGL ES.

Compression software source code will soon be available for download.

Independent hardware vendors have started implementing ETC.

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Summary

We have presented a High-Quality, Low Complexity texture compression system.

Quality is slightly better (0.4 dB) than state-of-the-art compression technology (DXTC) at the same bit rate (4 bits per pixel).

Khronos has adopted the technology through an OES extension to their popular OpenGL ES API.

Future work includes improving on the weak points, as well as handle alpha and normal data better.

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Thank you

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PACKMAN Flaws

PACKMAN was of very low complexity, but– 2 dB worse than S3TC in terms of Peak Signal to Noise

Ratio (PSNR)– Suffered from chrominance banding / block artifacts due to

low color resolution (RGB444)

original PACKMAN

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Results “improved PACKMAN”or iPACKMAN for short

Much less chrominance banding Jumps 2.5 dB in PSNR overall

PACKMAN iPACKMAN