Tuesday, September 20, 2016

Let's try DXT1 vs. ETC1/2 benchmarks

John Brooks at Blue Shift brought up this idea earlier. I think it's a great idea! I love good old DXT1 (or "BC1" as some call it). Let's see how ETC2 in particular compares against my old favorite.

Monday, September 19, 2016

Important note about PSNR

Yes, I know PSNR (and RMSE, etc.) is not an ideal quality metric for image and video compression. Keep in mind there is a large diversity of data stored as textures in modern games and applications: Albedo maps, specular maps, gloss maps, normal maps, light maps, various engine-specific multichannel control maps, 2D sprites, transparency (alpha) maps, satellite photos, cubemaps, etc. And let's not even talk about how anisotropic filtering, shading, normal mapping, shadowing, etc. impacts perceived quality once these textures are mapped onto 3D meshes.

RGB and Luma PSNR are simple and, in my experience writing and tuning crunch, reliable enough for practical usage. I'm not writing an image or video compressor, I'm writing a texture compressor.

How to compute PSNR (from an old Berkeley course)

This was part of Berkeley's CS294 Fall '97 courseware on "Multimedia Systems and Applications", but it got moved and disappeared. It was a useful little page so I'm duplicating it here for reference purposes:

https://web.archive.org/web/20090418023748/http://bmrc.berkeley.edu/courseware/cs294/fall97/assignment/psnr.html

https://web.archive.org/web/20090414211107/http://bmrc.berkeley.edu/courseware/cs294/fall97/index.html


Image Quality Computation

Back to Assignment ]

Signal-to-noise (SNR) measures are estimates of the quality of a reconstructed image compared with an original image. The basic idea is to compute a single number that reflects the quality of the reconstructed image. Reconstructed images with higher metrics are judged better. In fact, traditional SNR measures do not equate with human subjective perception. Several research groups are working on perceptual measures, but for now we will use the signal-to-noise measures because they are easier to compute. Just remember that higher measures do not always mean better quality.

The actual metric we will compute is the peak signal-to-reconstructed image measure which is called PSNR. Assume we are given a source image f(i,j) that contains N by N pixels and a reconstructed image F(i,j) where F is reconstructed by decoding the encoded version of f(i,j). Error metrics are computed on the luminance signal only so the pixel values f(i,j) range between black (0) and white (255).

First you compute the mean squared error (MSE) of the reconstructed image as follows


The summation is over all pixels. The root mean squared error (RMSE) is the square root of MSE. Some formulations use N rather N^2 in the denominator for MSE.

PSNR in decibels (dB) is computed by using


Typical PSNR values range between 20 and 40. They are usually reported to two decimal points (e.g., 25.47). The actual value is not meaningful, but the comparison between two values for different reconstructed images gives one measure of quality. The MPEG committee used an informal threshold of 0.5 dB PSNR to decide whether to incorporate a coding optimization because they believed that an improvement of that magnitude would be visible.

Some definitions of PSNR use 2552/MSE rather than 255/RMSE. Either formulation will work because we are interested in the relative comparison, not the absolute values. For our assignments we will use the definition given above.

The other important technique for displaying errors is to construct an error image which shows the pixel-by-pixel errors. The simplest computation of this image is to create an image by taking the difference between the reconstructed and original pixels. These images are hard to see because zero difference is black and most errors are small numbers which are shades of black. The typical construction of the error image multiples the difference by a constant to increase the visible difference and translates the entire image to a gray level. The computation is


You can adjust the constant (2) or the translation (128) to change the image. Some people use white (255) to signify no error and difference from white as an error which means that darker pixels are bigger errors.


References

A.N. Netravali and B.G. Haskell, Digital Pictures: Representation, Compression, and Standards (2nd Ed), Plenum Press, New York, NY (1995).

M. Rabbani and P.W. Jones, Digital Image Compression Techniques, Vol TT7, SPIE Optical Engineering Press, Bellevue, Washington (1991).

ETC1 and ETC1/2 Texture Compressor Benchmark

(This is a "sticky" blog post. I'll keep this page up to date as interesting or important events happen. Examples: When a new practical ETC encoder gets released, or when ETC codecs are significantly updated.)

The main purpose behind this particular benchmark is to conduct a deep survey of every known practical ETC1/2 encoder, so I can be sure basislib's ETC1 and universal encoders are very high quality. I want to closely understand where this space is at, and where it's going. This is exactly what I did while writing crunch. I need a very high quality, stable, and scalable ETC1/2 block parameter optimizer that works with potentially many thousands of input pixels. rg_etc1's internal ETC1 optimizer is the only thing I have right now that solves this problem.

I figured this data would be very useful to other developers, so here's a highest achievable quality benchmark of the following four practical ETC1/2 compressors:

  • etc2comp: A full-featured ETC1/2 encoder developed by engineers at Blue Shift and sponsored by Google. Supports both RGB and perceptual error metrics.
  • etcpak: Extremely fast, ETC1 and partial ETC2 (planar blocks only), RGB error metrics only
  • Intel ISPC Texture Compressor: A very fast ETC1 compressor, RGB error metrics only
  • basislib ETC1: An updated version of my open source ETC1 block encoder, rg_etc1. Supports both RGB and perceptual error metrics (unlike rg_etc1).

The test files were  ~1,500 .PNG textures from the larger test corpus I used to tune crunch. Each texture was compressed using each encoder, then unpacked using rg_etc1 modified to support the 3 new ETC2 block types (planar, T, and H).

Benchmarking like this is surprisingly tricky. The API's to all the encoders are different, most are not well documented, and even exactly how you compute PSNR (because there are multiple definitions each with slightly different equations) isn't super well defined. Please see the "developer feedback" notes below.

I've sanity checked these results by writing .KTX files, converting them to .PNG using Mali's GPU Texture Compression Tool (which thankfully worked, because the .KTX format is iffy when it comes to interchange), then computing PSNR's using ImageMagick's "compare" tool. Thanks to John Brooks at Blue Shift for helping me verify the data for etc2comp, and helping me track down and fix the effort=100.0 issue in the first release of this benchmark.

I also have performance statistics, which I'll cover in a future post. The perf. data I have for etcpak isn't usable for accurate timing right now, because the etcpak code I'm calling is only single threaded and includes some I/O.

This first graph compares all four compressors in ETC1 mode, using RGB (average) PSNR.

Error Metric: Avg. RGB


ETC1:


The next graph enables ETC2 support in the encoders that support it, currently just etc2comp and etcpak:

ETC1/2:


etc2comp in ETC2 mode really shines at the lower quality levels. At below approximately 32 dB it appears the minimum expected quality improvement from ETC2 is significant. Above ~32 dB, the minimum expected improvement drops down a bit, closer to ETC1's quality level. (Which seems to make sense, as ETC2 was designed to better handle blocks that ETC1 is weak at.)

etcpak doesn't support T and H blocks, so it suffers a lot here. This is why it's very important to pay attention to benchmarks like this one, because quality (even in ETC2-capable or aware compressors) can highly vary between libraries.

Error Metric: Perceptual



[IN PROGRESS]


Developer Feedback

  • ISPC: I had to copy ispc.exe into your project directory for it to build in my VS2015 solution. That brought down the "out of the box" experience of getting your stuff into my solution. On the upside, your API was dead simple to figure out and was very "pure" - as it should be. (However, you should rename "stride" to "stride_in_bytes". I've seen at least one programmer get it wrong and I had to help them.)
  • etcpak: Can you add a single API to do compression with multithreading, like etc2comp? And have it return a double of how much time it takes to actually execute, excluding file I/O stuff. Your codec is so fast than I/O times will seriously skew the statistics.
  • etc2comp: Hey, ETC1 is still extremely important. Both Intel, basislib, and rg_etc1 have higher ETC1 quality than etc2comp. Also, could you add some defines like this to etc.h so developers know how to correctly call the public Etc::Encode() API:

#define ETCCOMP_MIN_EFFORT_LEVEL (0.0f)
#define ETCCOMP_DEFAULT_EFFORT_LEVEL (40.0f)
#define ETCCOMP_MAX_EFFORT_LEVEL (100.0f)

Notes


  • 9/20: I fixed etc2comp's "effort" setting, added Intel's compressor, and removed the perceptual graphs (for now) to speed things up.
  • 9/20: Changed title and purpose of this post to a sticky benchmark page. I'm now moving into the public texture compression benchmarking space - why not? It's fun!


Saturday, September 17, 2016

Let's evaluate the current state of ETC1/2 compression libraries

For regular block encoders (not RDO or crunch-style systems), I think what I need to do is to plot this like I would a lossless Pareto Frontier, with the Y axis being some measure of quality and the X axis being encoding speed across a wide range of test textures. Perhaps I can normalize the quality metric achieved by each encoder at its various settings vs. the highest achievable quality, for each image.

As far as I can tell so far, nobody's beating the quality/performance of etcpak, at its performance point. It's going to be fascinating to compare etcpak vs. ETC2Comp. Let's see how these two compare for pure ETC1 encoding, which is available across a huge range of devices. I'll compare against crnlib's ETC1 block encoder in multithreading mode, which was released before either etcpak or ETC2Comp.

On 30Hz console games

That framerate feels incredibly low to me now. I've worked on 60Hz and 30Hz console titles, and the optimization efforts required felt very different. Keeping a smooth, hypnotic 60Hz was sometimes extremely tricky. Now with VR 30Hz seems so incredibly antiquated.