Game Development Reference
In-Depth Information
Image Scale = 1.0
Image Scale = 0.5
90
30
72
24
54
18
36
12
18
6
0
0
0
20
40
60
80
100
0
20
40
60
80
100
JPEG Quality
JPEG Quality
DirectCompute 4:4:4
DirectCompute 4:2:2
DirectCompute 4:2:0
libjpeg-turbo 4:4:4
libjpeg-turbo 4:2:2
libjpeg-turbo 4:2:0
Figure 2.8. Benchmark Scenario 1 results.
2.3.1
Benchmark Scenario 1
The source image 2 used was selected to benchmark how the technique performs
when encoding nonartificial image data, such as a photograph. Benchmark re-
sults are presented in Figure 2.8. Resulting data sizes at JPEG quality 100 and
chroma subsampling 4:4:4 were 1,973 KiB when encoding using DirectCompute
and 2,602 KiB when encoding using libjpeg-turbo. A comparison between en-
coded results and source-image data is presented in Table 2.2.
Color Channel Difference Tolerance
0
1
2
3
4
DirectCompute
56.99%
97.52%
99.98%
100.00%
100.00%
libjpeg-turbo
59.30%
95.72%
99.54%
99.98%
100.00%
Tab l e 2 . 2 . Decoded Scenario 1 data compared to source-image data. JPEG data was
encoded with chroma subsampling 4:4:4 and quality 100. The cell values represent the
match percentages at different tolerance levels in the range [0 , 255].
2 The source image was taken from www.imagecompression.info , where images have been
“carefully selected to aid in image compression research and algorithm evaluation.”
 
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