Minor update - added a new color picker to replace the former palette
Dienstag, 3. Dezember 2013
Montag, 2. Dezember 2013
Mittwoch, 27. November 2013
Color & Normal Compression Result
The screenshot below shows the result; includes specular lighting.
Octree: 115 MB , 2.88 bytes / voxel (including specular, glow, and more components),
Resolution : 4096x4096x4096 voxels
Using zip for storing the octree on disk reduces the size to ~1.44 bytes/voxel
( This includes color, normal, position and LOD data )
Comparison to common compression methods:
Color compression, DXT1: 0.5 byte / pixel
Normal compression, 3dc: 1 byte / pixel (only tangent space, no arbitrary normals!)
Linear octree: ~2.275 bit / voxel (for a surface, ~4 of 8 bit/node are used)
For CRUNCH, it provides ~1 bit/pixel for color and ~2 bit / pixel for normals.
https://www.youtube.com/watch?v=7bJ-D1xXEeg
https://code.google.com/p/crunch/
Example with 4 different specular power settings
Octree: 115 MB , 2.88 bytes / voxel (including specular, glow, and more components),
Resolution : 4096x4096x4096 voxels
Using zip for storing the octree on disk reduces the size to ~1.44 bytes/voxel
( This includes color, normal, position and LOD data )
Comparison to common compression methods:
Color compression, DXT1: 0.5 byte / pixel
Normal compression, 3dc: 1 byte / pixel (only tangent space, no arbitrary normals!)
Linear octree: ~2.275 bit / voxel (for a surface, ~4 of 8 bit/node are used)
For CRUNCH, it provides ~1 bit/pixel for color and ~2 bit / pixel for normals.
https://www.youtube.com/watch?v=7bJ-D1xXEeg
https://code.google.com/p/crunch/
Freitag, 22. November 2013
Color & Normal Compression
The new version uses 24 bit colors with color & normal compression. It achieves a 1:9 compression ratio compared to uncompressed storage. Speed impact is about 5-10%.
Montag, 4. November 2013
Mittwoch, 30. Oktober 2013
Dienstag, 22. Oktober 2013
Abonnieren
Posts (Atom)