- From: Richard Geldreich <rich@binomial.info>
- Date: Mon, 13 Nov 2023 17:39:24 -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: <CAMJqMUQke0osWqgC729Qp=Gp8Z4yEY54+v9SB1hv2Px-Nb1h6A@mail.gmail.com>
> (Oh, and also if the floats compress roughly as well.) I think lossless half-float .PNG can actually beat .EXR in Deflate mode for several reasons, but I need to do some testing with well-configured software for both formats and see what happens. PNG's predictors are valuable here. Note lossy half-float PNG using a RDO (rate distortion optimization) encoder with a HDR colorspace error metric is also solidly on our radar for the future. We use such technology today on various GPU texture formats. On Mon, Nov 13, 2023 at 5:27 PM Richard Geldreich <rich@binomial.info> wrote: > > 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 22:39:41 UTC