A few years ago I toyed around with JPEG2000. They generally needed around 10% of the disk space to deliver equivalent image quality to usual JPEG's but doing anything with them took hundreds of times more time (few ms to decode 2MP jpeg vs 2-3s for jpeg2k on P4 3GHz). It might have been due to sucky libraries though.Wavelet transforms can be orders of magnitude more efficient than other types of compression and are computationally efficient...just sayin'
Who says it hasn't been tried? The thing with texture compression is that you need (fast) random access. That, pretty much, means you need a fixed rate of encoding (or indirection but that's not pleasant either)I'm surprised there are no wavelet-based texture compression methods in mainstream use. Wavelet transforms can be orders of magnitude more efficient than other types of compression and are computationally efficient...just sayin'
I would consider 128x128 to be huge for blocks... but I guess I'm looking at it from a texture compression perspective.Would it be better for streaming such as megatexture? Like, use waveform transform to compress individual 128x128 blocks of a big texture for streaming? Although, with a block this small, the advantage of waveform transform is probably not going to be very great...
Wasn't Rage using some kind of waveform-compression on the huge image? Pretty sure that's also why they need GPU decoding or fast CPU to get the images from disk to GPU fast enough.
No. I did use wavelets as a way of generating an "ideal" low pass filter (that was used in the compression process) but not for the method itself.@Simon F: Wasn't PVRTC essentially a wavelet-like compression algorithm anyway?
"Free" in terms of storage space, maybe, but probably damned expensive to render a MIP map level that is a couple of steps down the chain (as the pixel data would be scattered thoughout memory). IIRC pyramid-based texture compression was suggested quite some time ago (but I can't remember the reference).Also a random thought: wouldn't an interesting side-effect of a wavelet-based compression algorithm be a free mipmapping?
Would it of been better if rage stored it's mt (on disk) as some form of dxt ?
Here's a question: for the Rage PC version, why don't they have an option to do a really large install with the textures already partially decompressed? Wouldn't this cut down on the amount of CPU/GPU power required at runtime to transcode the textures?
I'm surprised there are no wavelet-based texture compression methods in mainstream use. Wavelet transforms can be orders of magnitude more efficient than other types of compression and are computationally efficient...just sayin'