Beyond3D‘s Shader Competetion deadline is August 30th. But my entry is already “presentable”, so I’ll have to concentrate on the dissertation…
Category Archives: tech
PSU
New PSU => Computer working => Daniel happy.
My computer is dead… F*CK!
Better Wavelets
Another update to the wavelet-code (now standing at 2.7). This one is INCOMPATIBLE with older versions and will crash them. The new version has lots of failsafes and should be “immune” towards new versions and corrupt data (if the header is intact). Get the complete package (with source) or visit the demo-page. Warning! Upgrade plugin first if you have an old version installed!
Complete changelog:
- removed MMX optimisations for wavelet transforms and made code even faster
- removed unused MaxBits parameter from wv_init_channel
- changed bitstream format (order in which bits are written) and removed writing unneccessary zeros at the end of each block
- changed yuv transform slightly (Cr / CB are now centred around 0, not 128), as we’re writing the sign in any case
- changed colorspace conversion to be in-place
- fixed bug in raw_load if file was too small
- misc optimisations to bit-files
- added wv_ prefix to log2i, mse_to_psnr, psnr_to_mse
- changed the # of iterations for the multi-channel size selector (now bails out earlier)
- new function to return the header of an image (wv_read_header), changed layout of t_wv_dchannels
- changed decompression to work for (hopefully) all invalid data w/o overwriting anything in memory
- wv_init_decode_channels now accepts an extra reduction parameter (return a scaled down version of image) (see -dr parameter in wako.exe)
Time Allocation is a difficult Problem
Been busy optimising the wavelet-code (but not really getting anywhere… hand-made assembly for the bit-encoding gains 20-30% max). Even busier playing “Ikaruga” and “Animal Crossing” (US Import as it probably won’t come out in Europe)…
More Speed, less Fat
Updated the wavelet-code to version 2.6. What’s new? Speed… 😉
I essentially added a new data-independent error-estimator (“Approximate” in the GUI) and optimised the wavelet-transforms (MMX-code) and lots of other bits and pieces… Complete Package. Demo-Page.
No Floating Point
My GeForceFX 5800 (oddly enough I can only find reviews of the Ultra-version) doesn’t expose floating-point textures / rendertargets. Most odd. On another note (and with a much higher embarassment-factor): Me and someone else at Dawn2Dusk (and neither is looking quite happy). ^_^