CN112734868B - Lossless real-time compression method for 2D OpenGL texture based on tile segmentation principle - Google Patents
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Abstract
基于瓦片分割原理对2D OpenGL纹理做无损实时压缩方法。基于人工绘制图像存在大面积空白及大面积单色的特征,该发明以瓦片对齐方式对OpenGL纹理实现实时压缩,压缩流程见附图。实现占用内存大幅度减少,压缩时间快,解压实时,压缩后的图像直接渲染显示无需解压。压缩后的图像解压及显示和原图像完全相同无质量损失,需要反复编辑的图像,可多次任意解压压缩保证原图内容。该压缩技术适用于个人电脑,工作站,移动设备,嵌入式设备等所有以OpenGL显示技术为基础的各种设备。支持包含OpenGL,OpenGL ES,WebGL等不同编程接口的应用环境。算法涉及到所有的计算都可以在GPU中通过多次渲染完成,在GPU和CPU之间无数据传输。
A lossless real-time compression method for 2D OpenGL textures based on the principle of tile segmentation. Based on the characteristics of large-area blank areas and large-area monochrome in artificially drawn images, the invention implements real-time compression of OpenGL textures in a tile-aligned manner. The compression process is shown in the attached figure. It achieves a significant reduction in memory usage, fast compression time, real-time decompression, and the compressed image is directly rendered and displayed without decompression. The decompression and display of the compressed image is exactly the same as the original image without quality loss, and the image that needs to be edited repeatedly can be decompressed and compressed multiple times to ensure the content of the original image. This compression technology is suitable for all kinds of devices based on OpenGL display technology, such as personal computers, workstations, mobile devices, and embedded devices. Supports application environments with different programming interfaces such as OpenGL, OpenGL ES, and WebGL. All calculations involved in the algorithm can be done in the GPU through multiple renderings, and there is no data transfer between the GPU and the CPU.
Description
技术领域technical field
本发明涉及无损实时压缩领域,特别设计基于瓦片分割原理对2D OpenGL纹理做无损实时压缩方法。The invention relates to the field of lossless real-time compression, and particularly designs a lossless real-time compression method for 2D OpenGL textures based on the principle of tile segmentation.
背景技术Background technique
OpenGL显示复杂表面常使用图片表达便面细节,或平面绘图软件的多图层支持时,其使用的未压缩纹理会占用大量显示内存。一张4096x4096的32位纹理为例,其占用的内存为64M,考虑其他开销,采用非压缩纹理的情况下一个包含2G显示内存的显示设备最多支持32个图层,显卡制作商支持一些纹理压缩方式,如ECT1,PVRTC,ATITC,S3TC,单目前这些方式普遍存在一下问题:1)由于缺乏统一规范,兼容性差,应用程序不能在电脑及移动设备,或者不同品牌的移动设备之间部署实现;2)实时性差,不能支持在原图和压缩纹理之间做实时转换,对于需要对纹理内容实现灵活编辑的绘图系统存在不可逾越的使用障碍;3)由于要针对不同平台,不同硬件设备的不同接口开发代码并实现在应用层兼容,实现成本高。When OpenGL displays complex surfaces, images are often used to express the details of instant noodles, or when the multi-layer support of planar drawing software is used, the uncompressed textures used will occupy a large amount of display memory. Take a 4096x4096 32-bit texture as an example, which occupies 64M of memory. Considering other overheads, a display device with 2G display memory supports up to 32 layers when using uncompressed textures, and the graphics card manufacturer supports some texture compression. Methods, such as ECT1, PVRTC, ATITC, and S3TC, currently have the following problems: 1) Due to the lack of unified specifications and poor compatibility, applications cannot be deployed on computers and mobile devices, or between mobile devices of different brands; 2) The real-time performance is poor, and it cannot support real-time conversion between the original image and the compressed texture. There are insurmountable barriers to the use of the drawing system that requires flexible editing of the texture content; 3) Due to different platforms and different interfaces for different hardware devices Developing code and achieving compatibility at the application layer is costly.
发明内容Contents of the invention
为了解决上述存在问题。本发明提出基于瓦片分割原理对2D OpenGL纹理做无损实时压缩方法,该技术可适用于所有基于OpenGL显示的电脑,工作站及移动终端,适用OpenGL,OpenGL ES,WebGL等不同编程接口的应用环境,为达此目的:In order to solve the above problems. The present invention proposes a lossless real-time compression method for 2D OpenGL textures based on the principle of tile segmentation. This technology is applicable to all computers, workstations, and mobile terminals based on OpenGL display, and is applicable to application environments with different programming interfaces such as OpenGL, OpenGL ES, and WebGL. For this purpose:
本发明提出基于瓦片分割原理对2D OpenGL纹理做无损实时压缩方法,具体步骤如下,其特征在于:The present invention proposes a lossless real-time compression method for 2D OpenGL textures based on the principle of tile segmentation. The specific steps are as follows, and it is characterized in that:
1)对图像内容瓦片化检测,对RGBA图像做2x2全卷积降低分辨率;1) To tile the image content and perform 2x2 full convolution on the RGBA image to reduce the resolution;
2)比较卷积后数值和卷积前像素值的差异,存在变化则重复步骤1);2) Compare the difference between the value after convolution and the pixel value before convolution, if there is a change, repeat step 1);
3)所有数值无变化或分辨率已经降低到1x1,卷积过程结束;3) All values remain unchanged or the resolution has been reduced to 1x1, and the convolution process ends;
4)根据卷积结果,可以进行下一步的数据编码,按最优原则,对不同的2n大小做最佳拼接组合编码成一个2D纹理;4) According to the convolution result, the next step of data encoding can be performed, and according to the optimal principle, the best splicing combination of different 2 n sizes is encoded into a 2D texture;
最佳拼接后编码为一个2D纹理,该纹理直接用于显示或解码恢复原图或在压缩状态下整体编辑;After the best splicing, it is encoded as a 2D texture, which is directly used for display or decoding to restore the original image or overall editing in the compressed state;
5)对不同颜色的单值像素做无重复编码为1D纹理;5) Do non-repetitive encoding for single-value pixels of different colors into 1D texture;
6)2n大小位置及索引信息编码为一个结构数组;6) 2 n size position and index information are coded into a structure array;
7)设计支持显示及解码的着色器;7) Design shaders that support display and decoding;
编程着色器,接受纹理数据作为2D纹理,不重复的颜色编码作为1D纹理,位置及大小索引作为绘制坐标,一次渲染实现绘制原图像;Program the shader, accept texture data as 2D texture, non-repetitive color coding as 1D texture, position and size index as drawing coordinates, and realize drawing the original image in one rendering;
8)根据编码出2D,1D纹理及位置索引信息采用专用着色器实时显示全部图像或一部分,通过绘制原图像到显示缓冲区,实现原图像效果的显示过程;8) According to the coded 2D, 1D texture and position index information, use a dedicated shader to display all or part of the image in real time, and realize the display process of the original image effect by drawing the original image to the display buffer;
9)根据编码出2D,1D纹理及位置索引信息采用专用着色器还原图像全部或一部分,绘制原图像到离屏纹理,实现还原原图像的解码过程;9) According to the coded 2D, 1D texture and position index information, use a dedicated shader to restore all or part of the image, draw the original image to the off-screen texture, and realize the decoding process of restoring the original image;
10)将2D及1D纹理,位置及索引压缩保存到文件,提供一种可长期保存的压缩纹理格式。10) Compress and save 2D and 1D textures, positions and indexes to files, and provide a compressed texture format that can be stored for a long time.
作为本发明进一步改进,所述步骤2)中RGBA图像做2x2全卷积降低分辨率,公式表述如下:As a further improvement of the present invention, in the step 2), the RGBA image is fully convoluted to reduce resolution by 2x2, and the formula is expressed as follows:
F为卷积核,m,n为卷积核的大小,一般m=n=2n F is the convolution kernel, m, n is the size of the convolution kernel, generally m=n=2 n
G为原图像;G is the original image;
H为卷积后的图像;H is the image after convolution;
i,j为像素坐标。i, j are pixel coordinates.
作为本发明进一步改进,所述无损实时压缩方法在GPU实现或通过芯片固化算法硬件实现。As a further improvement of the present invention, the lossless real-time compression method is implemented on a GPU or implemented by chip solidified algorithm hardware.
本发明基于瓦片分割原理对2D OpenGL纹理做无损实时压缩方法,设计点如下:The present invention implements a lossless real-time compression method for 2D OpenGL textures based on the principle of tile segmentation, and the design points are as follows:
平台兼容性:可统一支持电脑,工作站及移动终端;Platform compatibility: can support computers, workstations and mobile terminals in a unified manner;
语言兼容性:可统一支持C++,Java,JavaScript;Language compatibility: C++, Java, JavaScript can be supported uniformly;
可编辑:纹理可以在被压缩的情况下编辑,也可以实时展开后编辑;Editable: Textures can be edited while being compressed, or edited after being expanded in real time;
实时:压缩,解压及显示实现在毫秒级;Real-time: compression, decompression and display are realized in milliseconds;
并且无质量损失,对人工绘制图像压缩率高。And there is no quality loss, and the compression rate of artificially drawn images is high.
附图说明Description of drawings
图1本申请系统流程图;Figure 1 is a flow chart of the application system;
图2本申请瓦片分割过程示意图;Figure 2 is a schematic diagram of the tile segmentation process of this application;
图3本申请单色图像转换示意图;Figure 3 is a schematic diagram of monochrome image conversion in this application;
图4本申请包含复杂内容图像转换示意图。Figure 4 This application contains a schematic diagram of complex content image conversion.
具体实施方式Detailed ways
本发明提出基于瓦片分割原理对2D OpenGL纹理做无损实时压缩方法,该技术可适用于所有基于OpenGL显示的电脑,工作站及移动终端,适用OpenGL,OpenGL ES,WebGL等不同编程接口的应用环境。The present invention proposes a lossless real-time compression method for 2D OpenGL textures based on the principle of tile segmentation. This technology is applicable to all computers, workstations, and mobile terminals based on OpenGL display, and is applicable to application environments with different programming interfaces such as OpenGL, OpenGL ES, and WebGL.
下面结合附图与具体实施方式对本发明进一步描述,具体系统流程图如图1所示:Below in conjunction with accompanying drawing and specific embodiment, the present invention is further described, and concrete system flowchart is as shown in Figure 1:
1)编码;1) Coding;
图像内容瓦片化检测;Image content tile detection;
对RGBA图像做2x2全卷积降低分辨率,公式表述如下:Perform 2x2 full convolution on the RGBA image to reduce the resolution. The formula is expressed as follows:
F为卷积核,m,n为卷积核的大小,一般m=n=2n F is the convolution kernel, m, n is the size of the convolution kernel, generally m=n=2 n
G为原图像;G is the original image;
H为卷积后的图像;H is the image after convolution;
i,j为像素坐标。i, j are pixel coordinates.
比较卷积后数值和卷积前像素值的差异,所有瓦片内容无变化则重复步骤1)Compare the difference between the value after convolution and the pixel value before convolution, if there is no change in the content of all tiles, repeat step 1)
所有数值有变化或分辨率已经降低到1x1,卷积过程结束;All values have changed or the resolution has been reduced to 1x1, and the convolution process is over;
本申请瓦片分割过程如图2所示:The tile segmentation process of this application is shown in Figure 2:
其原理为相同像素图像特征(空白,单色,复杂像素)寻找尽可能大的正方形区域The principle is to find the largest possible square area for the same pixel image features (blank, monochrome, complex pixels)
分割效果如如图3和4所示,其中图3是单色图像转换示意图,图4是包含复杂内容图像转换示意图;The segmentation effect is shown in Figures 3 and 4, wherein Figure 3 is a schematic diagram of monochrome image conversion, and Figure 4 is a schematic diagram of image conversion with complex content;
(左侧为需要压缩的原图,右侧为卷积检测后的瓦片标记图):(The left side is the original image that needs to be compressed, and the right side is the tile mark image after convolution detection):
瓦片标记图包含三种类型瓦片的大小和位置:空白瓦片(空白区域),单色瓦片,复杂瓦片。根据卷积结果,可以进行下一步的数据编码。The tile marker map contains the sizes and positions of three types of tiles: blank tiles (blank areas), monochrome tiles, and complex tiles. According to the convolution result, the next step of data encoding can be performed.
2n大小瓦片化图像最佳拼接(2D纹理);2 optimal mosaic of tiled images of size n (2D texture);
该内容为对不同2n大小的复杂内容瓦片,最佳拼接后编码为一个二维纹理,该纹理可直接用于显示(GL)或解码恢复原图或在压缩状态下整体编辑;The content is complex content tiles of different 2 n sizes, which are coded into a two-dimensional texture after optimal splicing, which can be directly used for display (GL) or decoded to restore the original image or edited as a whole in a compressed state;
不重复颜色编码(1D纹理);No repeating color coding (1D texture);
2n大小,位置及索引编码(结构数组);2 n size, position and index encoding (struct array);
2)解码:2) Decoding:
数据:data:
2n大小瓦片化图像拼接后全图;2 The whole image after splicing tiled images of size n ;
不重复的颜色编码;non-repetitive color coding;
位置及索引编码;location and index codes;
着色器:shader:
特殊的编程着色器,接受纹理数据作为二维纹理,不重复的颜色编码作为一维纹理,位置及大小索引作为绘制坐标,一次渲染可以实现绘制原图像;A special programming shader that accepts texture data as a two-dimensional texture, non-repeating color codes as a one-dimensional texture, position and size indexes as drawing coordinates, and one rendering can realize drawing the original image;
图像解码;image decoding;
绘制原图像到离屏纹理,实现还原原图像的解码过程;Draw the original image to the off-screen texture to realize the decoding process of restoring the original image;
图像显示;Image display;
绘制原图像到显示缓冲区,可实现原图像效果的显示过程;Draw the original image to the display buffer to realize the display process of the original image effect;
3)编辑;3) editing;
简单编辑;simple editing;
解码;decoding;
编辑(修改图像内容);Edit (modify image content);
全部编辑完成后编码;Coding after all editing is completed;
整体编辑;overall editing;
整体编辑支持如旋转,平移,镜像等不改变图像像素内容的线性操作;The overall editing supports linear operations such as rotation, translation, mirroring, etc. that do not change the pixel content of the image;
整体编辑可以直接在压缩编码的情况下实现;Overall editing can be realized directly in the case of compressed encoding;
4)存储;4) storage;
2D图像压缩;2D image compression;
颜色编码压缩;Color-coded compression;
2n大小,位置及索引压缩。2 n size, position and index compression.
本方法涉及如下应用的全部或部分环节:This method involves all or part of the following applications:
1)完整的图像压缩及解压过程;1) Complete image compression and decompression process;
2)图像压缩过程中的卷积降维获得各数据编码的过程;2) The process of obtaining each data encoding by convolution dimensionality reduction in the image compression process;
3)编码后的数据,以各种不同的压缩方式保存到文件;3) The encoded data is saved to files in various compression methods;
4)瓦片大小2n,可以提高压缩,解压和显示速度,但是方法本身可以支持任意大小的瓦片;4) The tile size is 2 n , which can improve the speed of compression, decompression and display, but the method itself can support tiles of any size;
5)编码过程的大小时从2到2n降低图像维度,该方法可以达到最佳分辨率,但是实际应用中可以选择从小到大的任意梯度及级数;5) When the size of the encoding process is reduced from 2 to 2n , the image dimension can be reduced. This method can achieve the best resolution, but in practical applications, any gradient and series from small to large can be selected;
6)本发明涉及算法全部在GPU实现,也可以通过芯片固化算法硬件实现。6) The algorithms involved in the present invention are all implemented on the GPU, and can also be implemented through chip solidified algorithm hardware.
以上所述,仅是本发明的较佳实施例而已,并非是对本发明作任何其他形式的限制,而依据本发明的技术实质所作的任何修改或等同变化,仍属于本发明所要求保护的范围。The above is only a preferred embodiment of the present invention, and is not intended to limit the present invention in any other form, and any modification or equivalent change made according to the technical essence of the present invention still belongs to the scope of protection required by the present invention .
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