Comments (1)
Adding an extra normalization step does not appear to measurably improve the accuracy or the compression ratio. However, it does make compression slower.
CMU
No normalization
Compressed 66.97 MB, Elapsed 01h 27m 55.61s, Ratio [21.34 : 1], Max error [0.0535]
Normalization every multiplication
Compressed 66.97 MB, Elapsed 01h 39m 24.40s, Ratio [21.34 : 1], Max error [0.0535]
Paragon
No normalization
Compressed 204.63 MB, Elapsed 20h 50m 51.33s, Ratio [20.90 : 1], Max error [9.7920]
Normalization every multiplication
Compressed 204.64 MB, Elapsed 21h 15m 53.71s, Ratio [20.90 : 1], Max error [9.7920]
I also plotted the compression ratio and the max error for Paragon side by side and there was no difference between the two.
Consequently, this change will NOT be made. Should it be required, a game engine could implement their own custom error metric that normalizes.
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Related Issues (20)
- Add scalar track support in database streaming HOT 2
- header->num_tracks is always 0 HOT 1
- Investigate different segment range packing
- Implement individual clip streaming support
- Treat values as fixed point when converting to bit rates during quantization
- Remap pointers in `decompression_context` and `database_context`? HOT 4
- Implement a velocity/acceleration based error metric
- Use object space shell distance to detect constant and default sub-tracks instead of threshold HOT 1
- Investigate if we still need the second pass during the bit rate optimization HOT 5
- Improve keyframe stripping
- require bool curve support HOT 1
- Request for Mirror Animation Feature in ACL HOT 3
- Add support for scalar track skipping
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- Optimize bit rate permutation search HOT 1
- Does ACL take into account loss of precision between frames for additive animations? HOT 5
- Add support for playback scale during compression
- Implement decompression with CUDA to support ML training
- Add memory usage estimate for compression
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