Tighter Video Compression With Wavelets
RickMuller writes: "There is a Caltech Press Release here that talks about a new 3D video compression algorithm by Caltech's Peter Schroeder and Bell Labs' Wim Sweldens that they claim is 12 times smaller than MPEG4 and 6 times smaller than the previously best published algorithm. The algorithm uses wavelets for the data compression.
Potential applications in real estate (digital walk-throughs of houses) are cited in the article. Anyone figure out a way to wire this stuff up to Q3 Arena yet? The results were presented in a talk at SIGGRAPH 2000 in New Orleans."
isn't is kinda bogus to compare this to MPEG4, since MPEGs are 2D and this is for compressing 3D images?
-Spazimodo
Fsck the millennium, we want it now.
Fsck the millennium, we want it now.
Millennium Crisis Line: 0890 900 2000 [calls cost 50p/min]
It is probably safe to assume that the MPAA will somehow try to stop this.
134340: I am not a number. I am a free planet!
[new algorithm] is 12 times smaller than MPEG4 and 6 times smaller than the previously best published algorithm
In other words we could already do twice better than MPEG4. This would be very significant for downloads, yet I don't see videos twice as compressed as MPEG4 on the net...do you? Somehow I think it will be a long time until this is put into standards and implemented. Sad.
Don't get me wrong compression is important, but with DSL, cable, and Ethernet connections, massive compression doesn't seem as important as it was say when everything was connecting with a 14.4 modem. I think compression research will fade and speed will increase in the coming years...
"You'll also be able to see how it will look after you knock out a wall, reapaint the rooms, and drop in new furniture from a 3-D catalogue"
...but will it allow wireframe/noclip mode, so I can track the plumbing, electrical, and network connections through the walls?
--
"It's tough to be bilingual when you get hit in the head."
I was under the impression that most wavelet compression algorithms are patented. Of course, this is true of various MPEG formats (includeing MP3), and that hasn't slowed them down.
What's the patent issue in this case?
this can only mean one thing - download full length hollywood films which are only 50 megs instead of 300!
hooray!
--
when the rain comes, they run and hide their heads. they might as well be dead.
Does anybody have a laymans definition as to what a wavelet actually is?
How long will it be before somebody hacks/cracks/pirates this and it becomes DivX ;-) 2 or whatever?
Yeah, all your friends are absolutely DROOLING to see the latest epic played out in 480x320 resolution on a 17-inch screen with a few little speakers. But if you turn the lights off and sit real close, it's just like being in a movie theater!
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I've been hearing about how much better wavelet compression is for a long time (5 to 10 years, perhaps). The empansis has often been on sound, mainly because it's simpler to work with than video. However, you don't see people using wavelet-based audio formats in wide use. Why not?
Nah - everyone will have a cluster... all those home networks with net appliances...
"My kitchen cluster is comprised of 7 dual-processor GHz 21464 Alpha devices: my toaster, microwave, icemaker, blender, coffee maker, dishwasher, and Mr. Popeil GigaRotisserie! And that's not counting the 16-way NUMA fridge!!!"
Gotta love those $500 electric bills...
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"It's tough to be bilingual when you get hit in the head."
SuperID
Before everyone starts talking about the MPAA and piracy, and all of the other wonderfull uses of this technology, read the story. It has nothing to do with compressing video. It compresses 3d scenes. Think fast vmrl, not fast movies. Unless the movie is 3d cg this won't matter.
a new 3D video compression algorithm by Caltech's Peter Schroeder and Bell Labs' Wim Sweldens that they claim is 12 times smaller than MPEG4 and 6 times smaller than the previously best published algorithm.
That's great that the algorithm is smaller, but what we really want is smaller data
---
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isn't mpeg4 strictly for compressing 2-D video? this thing sounds more like it's for compressing 3d meshes & stuff... and meshes are almost always smaller than the rendered videos of them... so of course this thing gets better compression!
Think of it this way...
With what you've got right now, you're going to want to do more and more. With each boost of bandwidth, you're going to want to do more. Even with xDSL and Cable, raw, uncompressed video would choke all but the fattest of those pipes. And if you could do that, I'm pretty sure you'd want to do something else at the same time or someone else would.
No, so long as we keep wanting more out of what we've got, we're going to come up with clever ways of reducing the amount of info that we need to carry across from one point to another.
I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
This isn't going to make movies any smaller to download.
What it's going to do is make 3D worlds smaller to download.
It's not the compression technique that will allow you to view in complete 3D the inside of a house, but the fact that you can record a 3D model of a house and still have it small enough to download.
The biggest improvent would probably be for VRML type technologies. And it's not going to make quake faster, but it could possibly let someone on a 28.8 use a customized skin that can be quickly sent to all other computers. Most people download quake worlds before they start playing rather than on the fly. -Kashent
Yup, I love it when the guy wiggles the camcorder, too... or somebody coughs.
--
"It's tough to be bilingual when you get hit in the head."
I wonder how the use of this compression algorithm would impact rendering speed (and possibly require a loss in quality). Whereas an uncompressed 3D environment would transmit a wireframe representation of each object with associated texture information and lighting info, and merely requires the client to perform the necessary ray-tracing. I am not familiar with wavelets and was wondering what additional interpretation msut be done on the client side and how that would impact overall rendering performance/quality.
ByteMyCode.com: A Web 2.0 code sharing community.
this is the next logical step from what jpeg 2000 does (which is wavelet based). the only real difference is one more spatial dimension in the fourier transforms--jpeg 2k obviously uses 2 dimensions. great applicaton of a simple mathematical idea. researchers have been using this for years (digital spatial recognition/navigation anyone?) but up until the recent past it has been prohibitively expensive to crunch the numbers for this in anywhere near realtime, but as our commodity hardware becomes more and more powerful, more and more of these great mathematical premises can be applied. bravo!
--
You can be an atheist and still not want to succumb to some weird cross-over sheep disease -- AC
They are comparing polygon mesh compression with video compression. Sounds like apples-to-oranges to me. Also sounds like it will have no effect on video compression, and it will have limited impact on rendering time.
I say limited, because you still need to draw those polygons. However, one nice feature of wavelets (at least for images) is that you can easily extract just enough data for displaying at a particular resolution. If that property holds for polygon meshes, then you should be able to draw only as many polygons as are useful for your display resolution.
Reduce your images to 2 Bit pix maps, black, red, and blue... throw in a pair of those funky multi-colour 3D glasses and your in business. Brilliant 3D- Tiny Filez!
Blender And Linux Fan
The streets shall flow with the blood of the Guberminky.
Surely this compression is taking a set of data and then working out the best way of representing that data - does this mean that wavelet compression can also be used on normal text files (after all, all video input is represented in the same 1 and 0 form)?
:-)
If that is the case, then there could be some even more interesting areas of use rather than just letting people sell their homes slightly differently. Network traffic could be lightened (if the algo is fast enough), storage requirements for data warehouses lessened, etc. All interesting stuff, and far more valuable than letting me see what my house will look like if I knock a wall down.
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[] patents
DNA just wants to be free...
Actually, since this is for compressing 3D vertices, gaming would be a perfect application for this.
Addlepated - punk & metal
From what I understand of compression (and I'm no expert), it's easy to find supercompressive algorithms that work using various methods (wavelets, neural networks). The problem is that they're too computationally expensive. I'm sure someone can come up with an algorithm that can compress video even further... but will it even play at 1 frame/sec on a 1GHz system?
He said, "You'll be able to tell your grandchildren that you helped assemble the first NT supercomputer," and I cringed.
I have included a sample of the technology compressing "The Matrix" below:
1
As well as Quake 3 demo:
0
Note: Also decreases viewing time, increasing the ability of the user to consume more media.
-- Bird in the Bush: The Renewable Energy Blog http://www.birdinthebush.org
..but the studies and samples I've looked at for using wavelets to compress graphics were.. um.. well, they weren't anything special. At all. Bad? No. Revolutionary? Bahaha...
The streets shall flow with the blood of the Guberminky.
is often lost in the text world...
--
"It's tough to be bilingual when you get hit in the head."
...the window is 480x320 but half of it is occupied by knobs and sliders and there is a thick tv-like frame around the viewing that's 50 pixels on each side. In fact the viewing area is only a tad smaller than a first class postage stamp. BTW. there's no broadband access in the UK and we won't see it for a good few months yet so the picture's not animated either. We're almost there Tony, e-revolution rocks, belch.
isn't is kinda bogus to compare this to MPEG4, since MPEGs are 2D and this is for compressing 3D images?
The article states "their technique for geometry compression is 12 times more efficient than the method standardized in MPEG4."
The critical sentence is: "THE method standardized in MPEG4." Therefore, I take it to mean a method for geometry compression was standardized in MPEG4. You do realize MPEG4 covers more than just 2D video, right?
-thomas
"And like that
this is gonna be great for holodeck stuff...
think about what the army could do with this tech (this is related to that...)
Trying to design an algorithm that is as fast as the Fast Fourier Transform (FFT) is *hard*. FFT is O(nlog(n)). Until we can get an algorithm that you can decode in real time, well you won't be able to listen to it in real time. This is why we see alot of work on images, they don't pop and skip if you decode them too slow. Here is a hint on a fast wavelet transform: look up the DWT of Mallat and Daubechies. But the math is way beyond me. One of the great accomplishments of algorithm design was the Fast Fourier Transform (FFT
I'm wondering how this type of thing (modified, of course) could be used for stereo pairs. I mean sure, storing geometric data is great. But I'd love a way to store compressed, full stereo pairs that was standardized. I dunno if wavelets would be the way to go (don't know much about'em really) but while compressed stereograms and compressed geometry would be used for 2 totally different things, I think a good (GOOD) compression algorithm for stereo pairs couldn't hurt. It'd be just the thing to use in the new home theater. ;) Seems to me that comparing full stereo pairs to saving geometry is like, oh.. comparing MPEG video to vector animations. Yeah, it'll give you *huge* savings, and give you some darned cool (and useful) features. But we still use MPEG video... I dunno. Just blabbering. ;)
The streets shall flow with the blood of the Guberminky.
This isn't video compression at all. This is geometric data compression. Comparing it to MPEG4 is really misleading. These things are apples and oranges.
This is like finding a better way for the Quake client and server to talk to each other, not a better way to stream The Matrix to your monitor.
MPEG-4 Can be used for 3D content. The Web 3D consortium is currently working on the project. I assume this is what they were comparing to.
When JPG2000 was announced here on slashdot, there was a major discussion about whether or not wavelet compression is the best for images. Is there any difference in this case scenario involving 3d movies?
Mike Roberto
- GAIM: MicroBerto
Berto
As anybody who has ever seen the stependous quality of high-res wavelet images knows, this compression is pretty amazing. Although there are probably other, more legitimate I might add, uses for this, the first thing that comes to mind is porn videos. Seriously! The adult market is one of the only internet ventures making money, and this new compression just helps out the US ecomony some more. (Not to mention the fact, that if wavelet compression allows streaming quality comparable to DVD, then you can cancel your subscription to the Spice channel ;)
A deep unwavering belief is a sure sign you're missing something...
Wavelet theory in mathematics is relatively (in computer terms) old, but it nothing like a 'technology.' The thoery of wavelets has been used in almost all image compression to date, most notably the JPEG and MPEG formats.
What Schroeder and Sweldens have done is develop a method for generating wavelets which better compresses geometrical data. This is news, and you most certainly did not evaluate a product using this algorithm at your last job.
Actually, it's for 3D datasets, not video.
My plan is to pimp before they realize I'm a jackass. Hit 'em hard and fast.
Stereo pairs could probably use a system similar to the MPEG motion compensation, where a frame is generated based on moving 16x16 pixel blocks around in another frame and storing the small difference.
<O
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XGNOME vs. KDE: the game!
Will I retire or break 10K?
I can verify this later... I've got a Nextcube with Dimension board in it... as well as some turbo colours. The impressive thing about the NeXT codecs (which are all software, even with the Dimension) is that they pull 25fps on a 68040 box.
F /...
Its funny to watch year old computers struggle to pull that off consistantly.
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--- I do not moderate.
Instead, expectations seem to rise at a rate that is a multiple (>1) of the actual performance increases. Back in the day, people wanted to download, say, a clone of the Breakout arcade game (for DOS) quickly. Today, the same people want to download the Slackware Linux distro quickly. Is compression less important now?
Furthermore, the increasingly wide availability of decent bandwidth at work, at home, or wherever you have your gd cellphone, again, pushes those expectations further.
Another /. article today discuss getting /. wirelessly. Is there any doubt that soon we'll expect to watch a trailer for Star Wars on our cellphone/palm pilot before we order tickets on the same device? That ain't gonna happen without compression a little bit better than we have now.
What's a sig?
Run the image through a low-pass and a high-pass filter. Compress the high-pass information into tiny wavelets. Repeat the process on the low-pass signal a few times. Quantize and encode the images, and you have a bitstream. This works so well because the eye is believed to use wavelets to recognize features in images.
<O
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XGNOME vs. KDE: the game!
Will I retire or break 10K?
I know this article specifically refers to using wavelets for compressing 3D, but it should be able to be used for video. FYI, wavlet compression is a method that uses fractals to compress an image. If you've seen the wavelet demos, you know just how much better than JPEG wavlet compression looks. Using the same process, it is also possible to compress a sequence of frames as in a video. This is demonstrated in some of the wavlet demos floating around the net. Right now they're in black and white, and are pretty small, but it is conceivable that they'll get better. A big problem with wavelet compression is the CPU cost. Even single images can take a second or two to decompress. However, that can probably be offset by hardware decompression mechanisms, and it doesn't seem that they're will be a shortage of CPU power anytime soon. If you've ever seen how well wavelet lets you compress images 50:1 with so little quality degredation, you'll understand what an impact this method could have on computer video.
A deep unwavering belief is a sure sign you're missing something...
I just finished writing a proposal to NASA for some instruments on the Solar Probe spacecraft. That's a pretty telemetry-constrained mission. We tested a proprietary wavelet-compression algorithm at 50:1 on 14-bit images (yes, that's about a quarter-bit per pixel) and even at that level it's very hard to tell the difference between compressed and uncompressed images with the naked eye. (The algorithm seems to work by quantizing the sizes of features in the image).
At that level of compression, a 30Hz stream of 6bit-per-channel 640x480 images would only require just over 3Mbps of bandwidth -- and that's without taking any advantage of the relationship between frames. It's easy to believe that another factor of 50 could come out of a combination of more aggressive compression and either diferential encoding or 3-D wavelets. We could end up with full-motion, full-rate video being squirted through 60kbps connections.
(this reply will suck; slash has been eating my replies)
MPEG compresses motion by taking 16x16 pixel blocks from the previous frame and storing the (small) difference. Perhaps this same technique could be used to store the differences between the left and right eyes.
<O
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XGNOME vs. KDE: the game!
Will I retire or break 10K?
This comment explains to us all why this entire thread is worthless while educating us at the same time.
My favorite book is this one ( Amazon). Wide-ranging, great for both engineers and mathematicians, intuitive, rigorous, and clear.
Another company, called High Speed Network Solutions, has a wavelet compression product out. They have a demo page that shows video and images of the technology at http://www.hsns.com/technology.htm
In most natural or real-world data (i.e. images, geometry data, etc.) the information at a given point in the data is very highly dependent on the data at nearby points. Thus, there is a certain amount of redundancy in the data, and this redundancy is spatially localized. The concept in transform coding is to apply some transformation (either linear or nonlinear; the wavelet transform and Fourier transforms are linear) to this data to reduce the statistical redundancy.
Even after applying the transform, you haven't saved anything in terms of the space required to store the data; all you've done is change the basis used to represent the data. Now you take the transformed data and place it into a bunch of bins, each of which is identified with an integer. At this stage, called quantization, you are modifying the information present, because the best accuracy with which you can recover the data is given by the width of the bins. At this stage, you take the sequence of integers and apply a lossless coding scheme to it to reduce the number of bits required to represent the stream of integers. The compression happens at this stage. Wavelets do a better job than blocked discrete Cosing transform (used in JPEG) at reducing the statistical redundancy of the input data; thus wavelet-based image compression compresses more efficiently than JPEG.
What Schroeder and Sweldens have done is taken an a very general, widely applicable method for constructing wavelet transforms (known as the lifting scheme, invented by Sweldens) and adapted it for representing mesh nodes and connectivity information, i.e. geometry (which incidentally could just as easily be higher dimensional data). Thus they have a wavelet transform for geometry. They achieve compression by using the EZW coding scheme, developed for coding wavelet coefficients of images and used in the JPEG2000 standard, and applying it to their geometry wavelets.
It should be very nice for low-bitrate storage and transmission of geometry, as well as successive-refinement transmission (i.e. the 3-d data gets better and better looking as more bits arrive).
All is Number -Pythagoras.
I just don't think there are enough of us to justify a standard for stereo-compression.
Stereo-pairs should only have to be ever-so-slightly bigger than a single image/video, since the 2nd is < insert big percentage > redundant.
Maybe we should bug the guys that make DepthCharge
Isn't CPU usage one of the main reasons we don't see better compression algorithms in usage on the desktop? I mean I remember when I tried to run the QuickTime StarWars Trailer on my 200MMX it looked like shit. A series of pretty interconnected screenshots. I remember before napster (heh 3 time periods -- before napster, the era of napster, and now postnapster) yamaha tried to introduce the VQF (I think thats it) format and the main reason it didn't catch on was cause it used like 3x as much CPU as MP3 or close to that.
Sometimes you by Force overwhelmed are.
Better to ask the average Komolgorov complexity of a picture; it doesn't do a whole lot of good to compress images down to their entropic minimum when that method turns out to be to equivilant to assigning each image an ID, and looking up the decompressed version in a database.
Furthermore, there is no conceivable way to define what an "average" entropy is for an image. Images take many many possible forms; the space of all possible pixel images is not infinite-dimensional but it has more dimensions than the number of particles in the universe. By using statistical tools we can try to characterize this immense variability, and that is where the use of measures like entropy come into play. But entropy says nothing about the absolute lower bound on the number of bits required to code an image.
All is Number -Pythagoras.
I agree that 60kbps full-motion high-quality video is probably possible. Using 3-D wavelets would build in some lag time (like 128 frames or so, depending on the basis) so it wouldn't ever be "live" (but heck, what's 4 seconds?)
All is Number -Pythagoras.
Isn't Vorbis using wavelets for audio compression? I hope they don't start claiming that there are patent-issues here.
All I have to say is look how the world has changed since then; computers are now standard issue college equipement, and we have 100 times the willing manpower (programmer power, especially those with a strong sharing ethic) to speed up development of new "standards". We live in interesting times...
Okay Johnnie, play nice.
(Moving out of the way to avoid the stampede of people rushing to patent the process of applying 2D algorithms to 3D)
I'm trying to teach myself to set people on fire with my mind... Is it hot in here?
check out wim sweldens website
If what you say is true, I don't think this will help at all sending customized skins around. They are, after all, just images that are mapped on to the surface of existing models.
Customized models on the other hand...
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I wear pants.
Sure, wavelets are O(n), FFT is O(n log(n)).
But the FFT has a much better constant, and so is generally faster on real-world data sets.
The real win with wavelets isn't speed, it is the match to the real world data. A sharp boundary in the FFT has to have a "long tail" in the coefficients, causing Fourier transforms to suffer from things like the Gibbs effect. Wavelets allow you to make a deliberate tradeoff between smoothness and sharp boundaries. So more information is in fewer coefficients.
BTW a lot of the better wavelet algorithms (eg wavelet packets) are no longer O(n). Why not? Because they allow you to dynamically choose the best representation out of a family of representations. That extra freedom requires processing time...
Cheers,
Ben
My usual seat in the cluetrain is at A HREF="http://pub4.ezboard.com/biwethey.ht
Its seems pretty much essential for really low bandwith video.
3D wavelet compression has already been tried with IEZW and SPIHT without motion compensation, the paper for SPIHT merely compare's it to high bitrate MPEG-2... its slightly better but not dramatically so.
With wavelets at a very basic level there are too many options. Wavelet researchers don't talk about a wavelet transform, they have entire families of wavelet transforms algorithms to argue over. Each is better in different circumstances.
This makes standardization harder. There are a lot of tradeoffs. Do we go with the one that works better on smooth data? Or on boundaries? The one which is symmetric so that the errors it produces tend to be harder for the human ear to pick up? Or the one which is orthogonal, giving it a ton of nice mathematical properties? Shall we have a simple wavelet transform? Or a dynamic wavelet packet transform? Do we work from the most significant bit of data to the least? Do we try to order the data in some way? (The first allows for bandwidth to determine the compression level chosen, the second is key for streaming output.)
The basic idea of a wavelet is very flexible. So you get a lot of choices, none of which is obviously better than the others. This makes it hard to decide which should be made a standard...
Cheers,
Ben
My usual seat in the cluetrain is at A HREF="http://pub4.ezboard.com/biwethey.ht
Wavelet transform just turns data with local similarity of information (think about a picture for a second) into an alternate format where the fast majority of your information is squeezed into a small fraction of the terms.
It is useless on things like text where from point to point things jump around. Feeding a sentence of English into a wavelet transform would be silly.
Now what does this transform give you? Three things. First of all you now have your significant information in a small number of terms that can be easily analyzed. (Think speech recognition.) Secondly you now know that the majority of your data consists of numbers close to zero, which is something we know how to say efficiently. And thirdly we know what the least significant information is (all those little terms) and we can just chop it out for a lossy algorithm.
So wavelets are useful for data processing (visual and auditory recognition, etc), lossless compression, and lossy compression of visual, audio, and other similar data. It is particularly valuable with data that has a mix of boundaries and smooth regions. (Fourier transforms are good on smooth regions only.)
Cheers,
Ben
My usual seat in the cluetrain is at A HREF="http://pub4.ezboard.com/biwethey.ht
Compression works by coming up with a compact description of "predictable data". After a wavelet transform most of your data is predictable - it is in terms close to 0.
This allows wavelets to be used for efficient lossless compression (compress the small terms using their predictability) as well as decent lossy term (ah heck, throw away small terms).
Cheers,
Ben
My usual seat in the cluetrain is at A HREF="http://pub4.ezboard.com/biwethey.ht
The time used for compressing may be able to be written off. It may take a long time to compress, but it there are a large number of downloads, it pays for itself in bandwidth.
Of course, there are limits. A about 5-6 years ago I remember hearing about a video algorithm (don't remember what it was unfortunately) that could do full screen 30 fps on a 386. Unfortunately, it took about 30 hours per frame (if not more) on a supercomputer to compress.
As so often, there is a great algorithm (set of algorithms, actually). The problem is -- make a standard out of it. Create a file format that supports the standard. Create a library that reads and writes those files. Create a browser plugin from that library.
This usually takes several years, not to mention the problems with patents.
one problem not addressed by this new wavelet technique is the fact that the mesh is not a good primitive. the ubiquitousness of the mesh in interactive applications tends to conceal this fact. the rendering languages used in movies, however, build a new mesh for each frame, and throw it away immediately. why? because it is not easy to perform interesting operations on a mesh. a mesh is simple enough to render, but nearly impossible to work with as a design primitive. higher-order primitives are needed by human operators and their design software. it's possible to compare this to the difference between low-level computer languages and high-level computer languages. nowadays, we even have a CPU that dynamically reoptimizes the assembly language generated by compilers (transmeta's crusoe). but all the significant optimizations happen at the highest levels, far away from the level of individual assembly language instructions. an On^3 routine will eventually lose to an On^2 routine, no matter how diligently the assembly is tuned afterwards, by man or machine. this same futility will strike the mesh - all significant operations - like compression - will eventually take place at a far higher level. attempting to compress a mesh will seem as quaint as attempting to hand-optimize assembly language seems today.
I suspect this refers to me, albeit inaccurately, if I have any say in it. Jesus started a religion with signs and wonders amplifying his message. Notice that Christian religious people often say that Easter is, or should be, more important than Christmas, but in practice, Christmas is treated as more important. In my opinion, this is how it should be. Easter was merely another sign and wonder, while Christmas represents the birth of a Messiah.
As children, most of us were told the myth of Santa Claus. Although our parents lied to us, they intended no harm and expected us to eventually figure out the truth. In my opinion, the Bible (and derivatives) are all like Santa Claus myths perpetuated by "God." Like the Santa Claus myth, the Bible is neither completely true nor completely false and "God" is not interested in explaining the truth or falsity of the myth to us. Furthermore, I hope people do not anticipate that "God" will finally be "freed" in 2001 to tell us how to solve our own problems (Emanuel Kant's name is no coincidence). Doing so would encourage humanity to become domesticated animals, like the people in the distant future predicted in Wells' book "The Time Machine" who, at first, seemed to live in the Garden of Eden...but later it became clear they were merely cattle raised to be used as food. As the serpent in the Garden of Eden wisely said in the Genesis 3:5 of the forbidden fruit, "For God knows that in the day you eat of it your eyes will be opened, and you will be like God, knowing good and evil."
Explaining my comment about not being a "Jesus" above, the last thing I am interested in doing is starting a new religion or providing ethical guidance. I am interested in helping to solve problems and am only interesting in giving guidance to the extent it helps solve those problems. I am certainly not saying we do not need one or more new "Jesuses" for the new millenium, but just that I am not the person for that job.
Artificial Intelligence = "Eye in the Sky" = One Dollar Bill = "The Force" = The "Martin Luther" King "God"
Haar, Haar, said the pirate.
For instance a traditional wavelet transform cannot touch Wim's lifting scheme. There is no way that any standard that was written before he came up with it could have taken it into account.
I saw him give a talk on it a few years ago. One of the coolest visual effects that I have ever seen was a picture of a ballroom with a metal ball in the middle. He laid down a wavelet transform on the ball, and another on everything else. He strengthened the detail on the ball, and weakened it everywhere else. The room faded to a blur, while the ball was in some sort of super-focus. And the blur did not look like a smudge like you sometimes see, it looked exactly like things look when they are out of focus.
As for the data ordering, let me give you the issue in a simple form. When all is said and done a picture takes a certain amount of data. But data is not created equal. Some pieces (eg the most significant bit of the number for the average color of the whole picture) say more about the picture as a whole than others (eg the least significant bit distinguishing one dot from another).
Mathematically you can calculate the energy of each piece of information. Now wouldn't it be nice to send the information ordered from the most significant to the least significant bit? Then once the receiver has an acceptable picture they can just cut the transmission short.
OTOH now stop and think about this in context of a song. The basic tune at the end of the song is going to come through before the first word is clear! Streaming media really needs information sent in an order that is time-sensitive. Sure, some information can be sent ahead, but ideally you want to be able to have a fairly small buffer of stuff sent ahead, and be receiving the details in order of execution.
Cheers,
Ben
My usual seat in the cluetrain is at A HREF="http://pub4.ezboard.com/biwethey.ht
I noticed the incredible load of total BS in the AMD thread about the Willamette from you which was moderated up and now again here? Again with total bullshit. Do you have some agenda prooving something about the slashdot moderation system, or are you really sincere and just have flare for getting +1's out of clueless slashdot readers?
You can make hybrid wavelet/fractal compression schemes, but thats not the point. Wavelet compression in itself has fuck all to do with fractals.
The Internet standard for stereograms is right eye on the left, left eye on the right. Cross-eyed. That's how the 3d South Park images at www.sweeet.com are presented.
<O
( \
XGNOME vs. KDE: the game!
Will I retire or break 10K?
If you go to the technical paper you will see that they claim a factor of 4 (or 12 dB). Somehow someone has confused 12 dB with a factor of 12 compression, which they do NOT claim.
Anyway, this is a static compression factor. The big problem in video compression is taking into account frame to frame changes. This is why a (broadcast quality) MPEG 4 video takes 1 MBit per second to show talking heads, but 3 Mbit per second plus to show, e.g., a basketball game. How well their static technique helps video codecs will depend on how easy it is to adapt it to the dynamic problem.
Well you seem sincere to me, but then Im quite naive.
But you should try to be a little less adamant in your posts unless you are really truly totally sure of your case.
As for the Willamette thread... you perpetuated the myth of the two instruction per cycle SSE throughput (second pipeline doesnt do floating point). Intel quite clearly has yield problem in the high speed bins, they have admitted themselves the quantities are low. And wether or not AMD has anything to counter the Willamette remains to be seen, they have little problems pushing the clock on the Athlon/TB and the Mustang core has been tweaked that should help. As for the target market argument for the Mustang, the Willamette isnt targeted at the consumer space either. If AMD wants to they can migrate the Mustang core to its smaller cached brethren.
Unlike the Willamette with SSE K6-2 and K7 can execute 2 3DNow! instructions per cycle :) (although the K6-2 cant fully benefit from that due to other bottlenecks) 4*1=2*2
As for Mustang, Ill just quote the official Athlon FAQ from AMD...
"A15:
"Mustang"
Enhanced version of AMD Athlon processor with reduced core size, lower power requirements, and up to 1MB of on-chip, performance-enhancing L2 cache memory. Manufactured on a 0.18 micron copper process technology. Multiple derivatives of the Mustang core are planned to address the requirements of the high-performance server/workstation, value/performance desktop and mobile markets."
The Willamette SDRAM chipset wont come out till next year according to that zdnet article you mention. Unlike anything in MaximumPC Intel has actually been quoted saying its aimed at the high end, you have a strange concept of proof.
The amount of entropy depends on the statistical model used. Given a statistical model you can calculate the entropy wrt that specific model. That entropy is the best a lossless compression method can do with that model. As entropy can be coded almost optimally using arithmetic coding, the real problem IMO is finding practical statistical models that work well with pictures. For lossy compression you're trying to optimize bitrate vs. distortion and good distortion measures are hard to come up with; for instance mp3 works because of a good psychoacoustic model.
Actually no, I dont expect either Intel or AMD to notify us each and every time they change the layout of the chip a bit to remove timing bottlenecks... they just change the stepping of the chip update the errata if necessary and move on with shipping faster processors. Why would people care exactly why processors get faster as long as they do? The pipeline doesnt have to change, although it can happen like for instance the longer reorder buffer introduced but never publicized early in the Athlon's life, and neither the feature set. From a software point of view nothing changes but the clock.
.35u .25u its never that easy...
h tml )
And you cant just shrink a design from
"Don't you think they would put it in the FAQ is the actual chip was going to be changed" No I dont since they didnt publicize the reorder buffer thing either, but they put it in anyway... as I see it you just choose to read it as if they didnt for some bizarre reason.
Here another AMD quote:
"Mustang is planned to be an enhanced version of Thunderbird, featuring a reduced core size, lower power requirements and large, full-speed, on-die L2 cache. Multiple versions of the Mustang core are planned to be targeted at the high-performance server/workstation, and high-performance desktop, and mobile markets. As for frequencies, we think we can offer processors that operate at competitive frequencies."
Specific enough for you? Or are they just outright lying here huh?
( from http://www.3dgn.com/hardware/articles/amd/index.s
featuring a reduced core size, lower power requirements and large, full-speed, on-die L2 cache"
.35 micron PII overclocked to 333 gives the exact same performance as a 333 MHz .25 micron PII."
Ill take a _literal_ quote, which you conveniently didnt bother to put in your post, over grasping deductions with AFAICS no real basis but your own intuition thanks.
Willamette is not specifically a 3D powerhouse IMO, it doesnt do any more flops per cycle, its a clock monster... like any modern CPU (except PowerPC/G4, but then... thats a bit of a dog). If Mustang cant keep up in clock its fucked, if they can their market share will keep groing.
Articles are nice, but with no benchmarks or even inside information to back them up they are just so much hot air.
"PS> It isn't possible to change the process without changing the layout, but steppings almost never result in performance increases, just better yeilds. Case in point. A
I agree, but then thats the only thing AMD has to do to be able to keep up... get high yields in high frequency bins.