Re: [Algorithms] Image compression
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From: metanet s. <met...@ya...> - 2009-08-07 13:47:08
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Some of CBloom's blog notes might be of interest to you, here are some recent ones that are relevant: http://cbloomrants.blogspot.com/2009/02/02-19-09-png-sucks.html http://cbloomrants.blogspot.com/2009/05/05-13-09-image-compression-rambling.html http://cbloomrants.blogspot.com/2009/05/05-14-09-image-compression-rambling.html http://cbloomrants.blogspot.com/2009/07/07-06-09-small-image-compression-notes.html http://cbloomrants.blogspot.com/2009/07/07-07-09-small-image-compression-notes.html --- On Fri, 8/7/09, Richard Fabian <ra...@gm...> wrote: > From: Richard Fabian <ra...@gm...> > Subject: [Algorithms] Image compression > To: "Game Development Algorithms" <gda...@li...> > Received: Friday, August 7, 2009, 6:41 AM > Not sure if i'm reinventing the wheel > here, but I've been working on > an in house image compressor for our DS games, and had an > idea that i > thought was a novel approach to solving the lossy > compression problem. > > I started with DCTs (which were terribly slow on the DS, so > were soon > discouraging), then tried wavelets, which did provide a > great speed > increase, and good image quality, but after working with > them for a > while i had the idea that maybe what we need to encode is > the terrain > of the image. not the two distinct 1D signals. > > So, with the idea of "doing it in 2D" in mind, i tried to > develop an > algorithm that instead of taking the differences between > pixels, it > assumes that the pixels are part of a larger image and > starts from an > assumption that anything other than the predicted value of > a pixel is > notable. I took the vertical gradient, horizontal gradient, > and the > _saddle_ (diagonal difference / Determinant), and these > were then the > values recorded for later use in the compression. This 2D > approach > made a small but significant difference in the > compressability of the > image over wavelets, but I'm not brilliant at compression, > just not > incompetent, so I requested the right to start a > source-forge project > based on the library so that all the other games developers > could both > benefit and help me make this fast and quite good > compressor into > something really cool for us all to use. > > https://sourceforge.net/projects/mergelet/ > > Sorry that my code is a bit wandery in places, and I don't > use > comments much, I tend to comment with variable names and > structure of > code instead. > > Also, I'm new to source-forge, so don't know how everything > works yet. > > -- > fabs(); > Just because the world is full of people that think just > like you, > doesn't mean the other ones can't be right. > > ------------------------------------------------------------------------------ > Let Crystal Reports handle the reporting - Free Crystal > Reports 2008 30-Day > trial. Simplify your report design, integration and > deployment - and focus on > what you do best, core application coding. Discover what's > new with > Crystal Reports now. http://p.sf.net/sfu/bobj-july > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > __________________________________________________________________ Make your browsing faster, safer, and easier with the new Internet Explorer® 8. Optimized for Yahoo! Get it Now for Free! at http://downloads.yahoo.com/ca/internetexplorer/ |