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PostPosted: Tue, 02-10-07, 18:51 GMT 
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Hi all,

I am pleased to announce the third update of the F-TexTools, for making the greatest monster textures for Celestia, directly from the scientific imaging data:

F-TexTools-1.0pre3

along with a binary installer version for Windows users:

F-TexTools-1.0pre3.bin.exe

which --as usual-- can be just installed by double-clicking the archive. Again, a registry entry is made such that the tools can be executed from every directory by just calling their names from the console. You may have to reboot after installation for this to work. Also don't forget to deinstall the previous version (F-TexTools-1.0pre2.bin.exe)!

The first, above archive contains besides the sources, Makefiles and VS-2003.net project files, all the binaries for Windows, MAC-OSX-Universal (PPC and Intel) and Linux!

Here are the release highlights from the ChangeLog file
  • replaced standard floor() and nint() rounding routines by much faster ones,
    using "magic numbers" based on Sree Kotay's xs_RoundToInt() and xs_FloorToInt(), http://www.stereopsis.com/sree/fpu2006.html
  • made it work also for Linux, using the fix from http://www.wrcad.com/linux_numerics.txt
  • replaced the original single pass resize_to_power_of_two algorithm with a faster double pass one.
  • the overall speedup amounts to about a factor of TWO compared to the previous release F-TexTools-1.0pre2!
  • In all cases the tool nvimgdiff from the new nvidia-texture tools was
    instrumental to assert that the generated images were /identical/ to the original ones after implementation of the speed-up code.
  • overhauled considerably the output logging during operation of the tools.

Let me know
  • how it goes...
  • about your individual speed increase, please!


Throughout, I want to cordially acknowledge active help and good ideas by

Da Woon Jung <dirkpitt2050@users.sf.net> aka dirkpitt aka DW

Enjoy,
Fridger

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Last edited by t00fri on Wed, 24-10-07, 19:37 GMT, edited 3 times in total.

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PostPosted: Wed, 24-10-07, 18:56 GMT 
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Hi all,

I am pleased to announce the fourth update of the F-TexTools, for making the greatest monster textures for Celestia, directly from the scientific imaging data:

F-TexTools-1.0pre4

along with a binary installer version for Windows users:

F-TexTools-1.0pre4.bin.exe

which --as usual-- can be just installed by double-clicking the archive. Again, a registry entry is made such that the tools can be executed from every directory by just calling their names from the console. You may have to reboot after installation for this to work. Also don't forget to deinstall the previous version (F-TexTools-1.0pre3.bin.exe)!

The first, above archive contains besides the sources, Makefiles and VS-2003.net project files all the binaries for Windows, MAC-OSX-Universal (PPC and Intel) and Linux!

The one-and-only change in this pre4 version is a new routine, png2bin that may be very useful!

With it’s help, any .png textures can be converted to bpp x 8 bit integer binary format bpp=1,3,4), that is
supported by all other F-TexTools.

Here is a little motivating example:

Some of you may still own Mario's@Space-Graphics.com great 32k Mars texture in lossless PNG format: m46_color_32k.png. With the help of my new png2bin routine you can generate in a bit more than only 3 minutes 512 highest quality 1k x 1k, polar optimized VT tiles of level 4 from that texture with this simple commandline:
Code:
> png2bin < m46_color_32k.png|txtiles 3 32768 4

So here is the practical test output, including timing info:
Code:
> time bash -c 'png2bin < m46_color_32k.png|txtiles 3 32768 4'

[png2bin]: Converting PNG format to binary output
           bpp: 3  size:  32768 x 16384

[txtiles]: Input file is a 3x8 bit RGB color map: 32768 x 16384

           Generating  512 optimized VT tiles for level 4
           in PNG format,of size from 256 x 1024 to 1024 x 1024

           PNG_compression level = 1 (range: 0..9)

bin [  1024 rows of 16384 ->   1.38 s]
tile[    32 VT's of   512 ->   2.31 s]
bin [  2048 rows of 16384 ->   3.88 s]
tile[    64 VT's of   512 ->   7.32 s]
bin [  3072 rows of 16384 ->   6.55 s]
tile[    96 VT's of   512 ->  16.82 s]
bin [  4096 rows of 16384 ->   9.27 s]
tile[   128 VT's of   512 ->  26.51 s]
bin [  5120 rows of 16384 ->  12.05 s]
tile[   160 VT's of   512 ->  36.48 s]
bin [  6144 rows of 16384 ->  14.83 s]
tile[   192 VT's of   512 ->  46.56 s]
bin [  7168 rows of 16384 ->  17.63 s]
tile[   224 VT's of   512 ->  56.67 s]
bin [  8192 rows of 16384 ->  20.40 s]
tile[   256 VT's of   512 ->  66.86 s]
bin [  9216 rows of 16384 ->  23.23 s]
tile[   288 VT's of   512 ->  77.15 s]
bin [ 10240 rows of 16384 ->  26.04 s]
tile[   320 VT's of   512 ->  87.35 s]
bin [ 11264 rows of 16384 ->  28.86 s]
tile[   352 VT's of   512 ->  97.20 s]
bin [ 12288 rows of 16384 ->  31.63 s]
tile[   384 VT's of   512 -> 106.95 s]
bin [ 13312 rows of 16384 ->  34.37 s]
tile[   416 VT's of   512 -> 116.57 s]
bin [ 14336 rows of 16384 ->  37.09 s]
tile[   448 VT's of   512 -> 125.81 s]
bin [ 15360 rows of 16384 ->  39.65 s]
tile[   480 VT's of   512 -> 130.84 s]
bin [ 16384 rows of 16384 ->  41.10 s]
tile[   512 VT's of   512 -> 133.05 s]
bash -c 'png2bin < ../m46_color_32k.png|txtiles 3 32768 4'  168.69s user 5.49s system 88% cpu 3:17.02 total

Here are two nice tiles of the 512:

Click for a larger image (1024x1024):
Image
Click for a larger image (1024x1024):
Image

My new commandline tool png2bin is strictly the inverse of bin2png. Here I check with my recent 16k Enceladus texture by first converting PNG -> bin and back bin -> PNG
Code:
> png2bin < enceladus16k.png|bin2png 3 16384 > out16k.png

[png2bin]: Converting PNG format to binary output
           bpp: 3  size:  16384 x  8192
[bin2png]: Converting binary to PNG format output
           bpp: 3  size:  16384 x  8192
bin [  1024 rows of  8192 ->   0.77 s]
png [  1024 rows of  8192 ->  12.37 s]
bin [  2048 rows of  8192 ->   1.54 s]
png [  2048 rows of  8192 ->  25.11 s]
bin [  3072 rows of  8192 ->   2.40 s]
png [  3072 rows of  8192 ->  37.45 s]
bin [  4096 rows of  8192 ->   3.29 s]
png [  4096 rows of  8192 ->  49.49 s]
bin [  5120 rows of  8192 ->   4.12 s]
png [  5120 rows of  8192 ->  61.61 s]
bin [  6144 rows of  8192 ->   4.98 s]
png [  6144 rows of  8192 ->  73.87 s]
bin [  7168 rows of  8192 ->   5.87 s]
png [  7168 rows of  8192 ->  84.72 s]
bin [  8192 rows of  8192 ->   6.72 s]
png [  8192 rows of  8192 ->  94.18 s]

The crucial check on the identity of the two PNG images is then done with the VERY useful tool from the new NVIDIA texture tools package:

> nvimgdiff enceladus16k.png out16k.png

Image size compared: 16384x8192
Total pixels: 134217728
Color:
Mean absolute error: 0.000000 <====Great
Max absolute error: 0.000000
Root mean squared error: 0.000000
Peak signal to noise ratio in dB: 999.000000

Let me know how it goes...

Throughout, I want to cordially acknowledge active help by

Da Woon Jung <dirkpitt2050@users.sf.net> aka dirkpitt aka DW

Enjoy,
Fridger

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 Post subject:
PostPosted: Wed, 24-10-07, 19:41 GMT 
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Fridger,

I must confess that I am impressed. Could you perhaps transform my very famous portrait into .bin format?

MonaLisa


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 Post subject:
PostPosted: Wed, 24-10-07, 22:00 GMT 
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Better each time... coool! :o


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PostPosted: Wed, 24-10-07, 23:42 GMT 
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Well, actually I have only Mario's 16k mars png texture, but nevertheless the results obtained with the new Fridger's tool are outstanding. Give a look at polar caps here:

Image

and here:

Image

No more ugly pinching, full resolution at the poles... wow!!! :shock:
Thanks a lot Fridger, not we have only to wait for good higher res Mars textures. :wink:
Bye

Andrea :D

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 Post subject:
PostPosted: Wed, 24-10-07, 23:50 GMT 
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Andrea,

I thought you would like that new "gadget" ;-)

Bye Fridger

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PostPosted: Wed, 24-10-07, 23:57 GMT 
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t00fri wrote:
Andrea, I thought you would like that new "gadget" ;-)
Bye Fridger

Oh yes, VERY appreciated, thanks a lot.
Bye

Andrea :D

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 Post subject:
PostPosted: Mon, 29-10-07, 23:29 GMT 
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Well... it all looks very impressive I must say... I've just downloaded the F-Textools and I'm left scratching my head somewhat.

I'm not a newbie when it comes to this computing lark but I just don't know how to get started, or finish, or the bits inbetween.

Yes... I've read the readme!

Sorry.


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PostPosted: Mon, 29-10-07, 23:39 GMT 
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bh wrote:
Well... it all looks very impressive I must say... I've just downloaded the F-Textools and I'm left scratching my head somewhat.

I'm not a newbie when it comes to this computing lark but I just don't know how to get started, or finish, or the bits inbetween.

Yes... I've read the readme!

Sorry.


Why only "somewhat"? ;-) More is better, hi hi.

bh,

what can I do to get you going? You own a MAC, right. MACs have a perfect UNIX on board and few MACers know how to use it...

Let me know where you got stuck.

Bye Fridger

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PostPosted: Mon, 29-10-07, 23:51 GMT 
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Hehe... thanks for that Fridger... I'll have another go tomorrow, got to get some kip.

Need to download one of the 2gb textures first... can you recommend any particular one?


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PostPosted: Tue, 30-10-07, 0:04 GMT 
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bh wrote:
Hehe... thanks for that Fridger... I'll have another go tomorrow, got to get some kip.

Need to download one of the 2gb textures first... can you recommend any particular one?


bh,

if you want to do the full tile set of the BMNG Earth, you need the 3 textures I quoted in

http://forum.celestialmatters.org/viewt ... 46&start=1

or here

http://forum.celestialmatters.org/viewt ... sc&start=2

where you may select the month among the BMNG base textures.

For practicing the

5400x2700 'dwarf'-testfiles

http://forum.celestialmatters.org/viewt ... c&start=11

are invaluable!

The required commands for a full set are to be found here

http://forum.celestialmatters.org/viewt ... 46&start=1

(note they refer to the June 2004 base texture. If you prefer another month, you MUST adapt the name!

The latest software packages for download, you find here
http://forum.celestialmatters.org/viewtopic.php?t=70

Good luck, tomorrow ;-)

Bye Fridger

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PostPosted: Tue, 30-10-07, 7:42 GMT 
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Thanks for your help Fridger... getting nervous!


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PostPosted: Tue, 30-10-07, 9:45 GMT 
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bh wrote:
Thanks for your help Fridger... getting nervous!


Bh, relax, all is here. Take your time, read well and all should be fine. At first the use of Terminal is a bit "scary" but there is nothing to lose in trying! (do you compile your own Celestia form CVS?)


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PostPosted: Tue, 30-10-07, 11:06 GMT 
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Thnx for your encouragement Chris! Yes... i've not used Terminal yet... a lot of learning to do.

Still using Celestia 1.4.1... will this give me problems? I fear I've run out of time today to tackle this. Lots of other stuff going on!


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PostPosted: Tue, 30-10-07, 11:48 GMT 
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bh wrote:
...Still using Celestia 1.4.1... will this give me problems?


Not at all, the texturing work is not related to the version you use...


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