Posts, page 8

Arithmetic Accuracy and Performance

As I mentioned in my previous post, ACL still suffers from some less then ideal accuracy in some exotic situations. Since the next release will have a strong focus on fixing this, I wanted to investigate using float64 and fixed point arithmetic. It is general knowledge that float32 arithmetic incurs rounding and can lead to severe accuracy loss in some cases. The question I hoped to answer was whether or not this had a significant impact on ACL. Originally ACL performed the compression entirely with float64 arithmetic but this was removed because it caused more issues than it was worth but I did not publish numbers to back this claim up. Now we revisit it once and for all.

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Animation Compression Library: Paragon Results

While working for Epic to improve Unreal 4’s own animation compression and decompression, I asked for permission to use the Paragon animations for research purposes and they generously agreed. Today I have the pleasure to report the findings from that new data set!

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Animation Compression Library: Release 0.5.0

Today marks the release of ACL v0.5. Once again, lots of great things were included in this release but three things stand out:

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Animation Compression Library: Unreal 4 Integration

As mentioned in my previous post, I started working on integrating ACL into Unreal 4.15 locally. Today I can finally confirm that not only does it work but it rocks!

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Animation Compression Library: Release 0.4.0

This marks the fourth release of ACL. It contains a lot of good stuff but most notable is the addition of segmenting support. I have not had the chance to play with the settings much yet but using segments of 16 key frames reduces the memory footprint by about 13% with variable quantization under uniform sampling. Adding range reduction on top of it (per segment), further reduces the memory footprint by another 10%. This is very significant!

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