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Old 16th July 2012, 19:17   #14  |  Link
benwaggoner
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Join Date: Jan 2006
Location: Portland, OR
Posts: 4,771
Quote:
Originally Posted by CruNcher View Post
Yup and that remembers me of the state of Point Cloud Rendering where we slowly seem to brake the last frontiers now that over years made it unpractical for Games other then Rendering enviroment i guess we advanced a lot since the iterate days so i wonder whose gonna brake those last frontiers in the future the word RESEARCHING is not without reason that word, and in a more and more heterogeneous environment it should be possible to bundle the given resources efficiently
The problem with "brilliant new transform" ideas is that they have to compete with highly, highly refined implementations of almost every little detail of block-based DCT-esque encoding.

Either the transform has to be SO much better than DCT that a basic implementation of it beats modern DCT implementations, or the new transform needs to be implemented with brilliant refinement. That requires a frothy mix of genius, time, and money that is hard to find for a blue-sky, high-risk codec.

It's hard to really even evaluate new basic codec ideas for these reasons, since it's hard to predict how good a radical new idea would be once it is highly refined.
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