- From: Richard Geldreich <rich@binomial.info>
- Date: Mon, 13 Nov 2023 17:27:12 -0500
- To: "Chris Blume (ProgramMax)" <programmax@gmail.com>
- Cc: Leo Barnes <lbarnes@apple.com>, "Chris Blume (W3C Calendar)" <noreply+calendar@w3.org>, "Portable Network Graphics (PNG) Working Group" <public-png@w3.org>
- Message-ID: <CAMJqMUS2KN4Oe81HL3tu4s17gRNmcshQZ0=NpP3RRA5btMiSGg@mail.gmail.com>
> The reason I said "traditionally" above is Intel's new chips have hardware zlib decompression. AMD also has supported hardware Deflate for many years, which is exposed on at least one major game console. I don't know when (if ever) it'll be exposed on common OS's, but hopefully one day. On Mon, Nov 13, 2023 at 4:46 PM Chris Blume (ProgramMax) < programmax@gmail.com> wrote: > RE: hardware acceleration & PNG > > You are right that traditionally, a pre-computed texture in a game might > use a block compression that the GPU can handle directly. Streaming > compressions (like zlib, which PNG uses) aren't traditionally used in the > hardware itself. These block compressions have major limitations, though. > They are lossy in ways that are sometimes unacceptable. Which is where PNG > (and also TGA) fill the void. > > Rich and Stephanie at Binomial created a transcoder that goes from a > streaming compression to a block compression that the GPU uses. So the line > between hardware acceleration and PNG is already becoming blurred. > > > The reason I said "traditionally" above is Intel's new chips have hardware > zlib decompression. > https://www.intel.com/content/www/us/en/architecture-and-technology/intel-quick-assist-technology-overview.html > So the line is becoming even more blurred than it already was. > > > > RE: Windows compositing HDR using half floats > > When PNG was first created, floats were slow and rarely ever useful for > images. Ints were used throughout the pipeline. During that time, it was > natural for PNG to use ints for storage. As (half) floats become more > common, the conversion from int to float might become a needless step. This > really hinges on if an int texture rendering to a (half) float target > introduces inefficiencies. I don't know the answer to that. (Oh, and also > if the floats compress roughly as well.) > > On Mon, Nov 13, 2023 at 4:34 PM Richard Geldreich <rich@binomial.info> > wrote: > >> >But is PNG really the right choice of format for real-time stuff? >> >> BTW - from my perspective, which is browser/video games/real-time >> rendering oriented, I could also ask "is PNG really the right choice for >> broadcast stuff"? >> >> >> On Mon, Nov 13, 2023 at 2:45 PM Richard Geldreich <rich@binomial.info> >> wrote: >> >>> .PNG is already incredibly popular in video games, real-time rendering, >>> visualization, etc. They already use half-floats at various stages in their >>> pipelines. >>> >>> Note the Windows compositer internally now uses IEEE half-floats: >>> >>> >>> https://learn.microsoft.com/en-us/windows/win32/direct3darticles/high-dynamic-range >>> >>> FP16: "When Advanced Color is enabled, the DWM performs its composition >>> using IEEE half-precision floating point (FP16), eliminating any >>> bottlenecks, and allowing the full precision of the display to be used." >>> >>> [image: image.png] >>> >>> On Mon, Nov 13, 2023 at 2:12 PM Leo Barnes <lbarnes@apple.com> wrote: >>> >>>> >>>> >>>> On Nov 13, 2023, at 18:56, Richard Geldreich <rich@binomial.info> >>>> wrote: >>>> >>>> A note about marketing "HDR" PNG: What PNG is calling "HDR" does not >>>> have nearly enough dynamic range to be called "HDR" in some segments of the >>>> industry, such as in real-time rendering. Even 12-bits with a transfer >>>> function is nowhere near enough for our needs. Importantly, we need at >>>> least 5-bit exponents. >>>> >>>> >>>> But is PNG really the right choice of format for real-time stuff? >>>> Real-time stuff tends to require HW acceleration and PNG is not exactly >>>> easy to accelerate with HW. >>>> >>>> I don't disagree with the use-case, but I don't necessarily think all >>>> formats have to support all use-cases. >>>> >>>> Cheers, >>>> //Leo >>>> >>>> >>>> >>>> >>>> On Mon, Nov 13, 2023 at 12:23 PM Chris Blume (W3C Calendar) < >>>> noreply+calendar@w3.org> wrote: >>>> >>>>> View this event in your browser >>>>> <https://www.w3.org/events/meetings/77dd00ce-0351-4282-bab9-bdef33c6d076/> >>>>> PNG marketing meeting Upcoming Confirmed >>>>> >>>>> 27 November 2023, 10:00 -11:00 EST5EDT >>>>> >>>>> Event is recurring every other week on Monday, starting from >>>>> 2023-11-27, until 2024-11-13 >>>>> Portable Network Graphics (PNG) Working Group >>>>> <https://www.w3.org/groups/wg/png/calendar/> >>>>> >>>>> The primary meeting link ishttps:// >>>>> w3c.zoom.us/j/85136933003?pwd=SW9ZaFV0UEpydkU2RXNMYnEraE85QT09 >>>>> Joining Instructions >>>>> >>>>> Instructions are restricted to meeting participants. You need to log >>>>> in >>>>> <https://auth.w3.org/?url=https%3A%2F%2Fwww.w3.org%2Fevents%2Fmeetings%2F77dd00ce-0351-4282-bab9-bdef33c6d076%2F> >>>>> to see them. >>>>> Participants Organizers >>>>> >>>>> - Chris Blume >>>>> - Stephanie Hurlburt >>>>> >>>>> Groups >>>>> >>>>> - Portable Network Graphics (PNG) Working Group >>>>> <https://www.w3.org/groups/wg/png/> (View Calendar >>>>> <https://www.w3.org/groups/wg/png/calendar/>) >>>>> >>>>> Report feedback and issues on GitHub <https://github.com/w3c/calendar>. >>>>> >>>>> >>>> >>>>
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Received on Monday, 13 November 2023 22:27:30 UTC