9/10/2014

09-10-14 - Suffix Trie EOF handling

I realized something.

In a Suffix Trie (or suffix sort, or anything similar), handling the end-of-buffer is a mess.

The typical way it's described in the literature is to treat the end-of-buffer (henceforth EOB) as if it is a special character with value out of range (such as -1 or 256). That way you can just compare strings that go up to EOB with other strings, and the EOB will always mismatch a normal character and cause those strings to sort in a predictable way.

eg. on "banana" when you insert the final "na-EOB" you compare against "nana" and wind up comparing EOB vs. 'n' to find the sort order for that suffix.

The problem is that this is just a mess in the code. All over my suffix trie code, everywhere that I do a string lookup, I had to do extra special case checking for "is it EOB" and handle that case.

In addition, when I find a mismatch of "na-EOB" and "nan", the normal path of the code would be to change the prefix "na" into a branch and add children for the two different paths - EOB and "n". But I can't actually do that in my code because the child is selected by an unsigned char (uint8), and EOB is out of bounds for that variable type. So in all the node branch construction paths I have to special case "is it a mismatch just because of EOB, then don't create a branch". Blah blah.

Anyway, I realized that can all go away.

The key point is this :

Once you add a suffix that hits EOB (eg. the first mismatch against the existing suffixes is at EOB), then all future suffixes will also hit EOB, and that will be the deepest match for all of them.

Furthermore, all future suffix nodes can be found immediately using "follows"

eg. in the "banana" case, construction of the trie goes like :


"ban" is in the suffix trie
  (eg. "ban..","an..","n.." are all in the trie)

add "ana" :

we find the existing "an.."

the strings we compare are "anana-EOB" vs "ana-EOB"

so the mismatch hits EOB

That means all future suffixes will also hit EOB, and their placement in the tree can be found
just by using "follows" from the current string.

"ana-EOB" inserts at "anana"
"na-EOB" inserts at "nana"
"a-EOB" inserts at "ana"

That is, at the end of every trie construction when you start hitting EOB you just jump out to this special case of very simple follows addition.

So all the special EOB handling can be pulled out of the normal Trie code and set off to the side, which is lovely for the code clarity.

In practice it's quite common for files to end with a run of "000000000" which now gets swallowed up neatly by this special case.


ADD : if you don't care about adding every occurance of each suffix, then it gets even simpler -

If you hit EOB when adding a string - just don't add it. A full match of that suffix already exists, and your suffix that goes to EOB can't match any lookup better than what's in there.

(note that when I say "hit EOB" I mean you are at a branch node, and your current character doesn't match any of the branches because it is EOB. You will still add leaves that go to EOB, but you will never actually walk down those leaves to reach EOB.)

8/31/2014

08-31-14 - DLI Image Compression

I got pinged about DLI so I had a look.

DLI is a closed source image compressor. There's no public information about it. It may be the best lossy image compressor in the world at the moment.

(ASIDE : H265 looks promising but has not yet been developed as a still image compressor; it will need a lot of perceptual work; also as in my previous test of x264 you have to be careful to avoid the terrible YUV and subsamplers that are in the common tools)

I have no idea what the algorithms are in DLI. Based on looking at some of the decompressed images, I can see block transform artifacts, so it has something like an 8x8 DCT in it. I also see certain clues that make me think it uses something like intra prediction. (those clues are good detail and edge preservation, and a tendency to preserve detail even if it's the wrong detail; the same thing that you see in H264 stills)

Anyway, I thought I'd run my own comparo on DLI to see if it really is as good as the author claims.

I tested against JPEG + packJPEG + my JPEG decoder. I'm using an unfinished version of my JPEG decoder which uses the "Nosratinia modified" reconstruction method. It could be a lot better. Note that this is still a super braindead simple JPEG. No per-block quantizer. No intra prediction. Only 8x8 transforms. Standard 420 YCbCr. No trellis quantization or rate-distortion. Just a modern entropy coding back end and a modern deblocking decoder.

I test with my perceptual image tester imdiff . The best metric is Combo which is a linear combo of SCIELAB_MyDelta + MS_SSIM_IW_Y + MyDctDelta_YUV.

You can see some previous tests on mysoup or moses or PDI

NOTE : "dlir.exe" is the super-slow optimizing variant. "dli.exe" is reasonably fast. I tested both. I ran dlir with -ov (optimize for visual quality) since my tests are mostly perceptual. I don't notice a huge difference between them.

My impressions :

DLI and jpeg+packjpg+jpegdec are both very good. Both are miles ahead of what is commonly used these days (old JPEG for example).

DLI preserves detail and contrast much better. JPEG tends to smooth and blur things at lower bit rates. Part of this may be something like a SATD heuristic metric + better bit allocation.

DLI does "mangle" the image. That is, it gets the detail *wrong* sometimes, which is something that JPEG really never does. The primary shapes are preserved by jpeg+packjpg+jpegdec, they just lose detail. With DLI, you sometimes get weird lumps appearing that weren't there before. If you just look at the decompressed image it can be hard to spot, because it looks like there's good detail there, but if you A-B test the uncompressed to the original, you'll see that DLI is actually changing the detail. I saw this before when analyzing x264.

DLI is similar looking to x264-still but better.

DLI seems to have a special mode for gradients. It preserves smooth gradients very well. JPEG-unblock creates a stepped look because it's a series of ramps that are flat in the middle.

DLI seems to make edges a bit chunky. Smooth curves get steppy. jpeg+packjpg+jpegdec is very good at preserving a smooth curved edge.

DLI is the only image coder I've seen that I would say is definitely slightly better than jpeg+packjpg+jpegdec. Though it is worse in some ways, I think the overall impression of the decoded image is definitely better. Much better contrast preservation, much better detail energy level preservation.

Despite jpeg often scoring better than DLI on the visual quality metrics I have, DLI usually looks much better to my eyes. This is a failure of the visual quality metrics.


Okay. Time for some charts.

In all cases I will show the "TID Fit" score. This is a 0-10 quality rating with higher better. This removes the issue of SSIM, RMSE, etc. all being on different scales.

NOTE : I am showing RMSE just for information. It tells you something about how the coders are working and why they look different, where the error is coming from. In both cases (DLI and JPEG) the runs are optimized for *visual* quality, not for RMSE, so this is not a comparison of how well they can do on an RMSE contest. (dlir should be run with -or and jpeg should be run with flat quantization matrices at least).

(see previous tests on mysoup or moses or PDI )

mysoup :

moses :

porsche640 :

pdi1200 :


Qualitative Comparison :

I looked at JPEG and DLI encodings at the same bit rate for each image. Generally I try to look around 1 bpp (that's logbpp of 0) which is the "sweet spot" for lossy image compression comparison.

Here are the original, a JPEG, and a DLI of Porsche640.
Download : RAR of Porsche640 comparison images (1 MB)

What I see :

DLI has very obvious DCT ringing artifacts. Look at the lower-right edge of the hood, for example. The sharp line of the hood has ringing ghosts in 8x8 chunks.

DLI preserves contrast overall much better. The most obvious places are in the background - the leaves, the pebbles. JPEG just blurs those and drops a lot of high frequency detail, DLI keeps it much better. DLI preserves a lot more high frequency data.

DLI adds a lot of noise. JPEG basically never adds noise. For example compare the centers of the wheels. The JPEG just looks like a slightly smoothed version of the original. The DLI has got lots of chunkiness and extra variation that isn't in the original.

In a few places DLI really mangles the image. One is the A-pillar of the car, another is the shadow on the hood, also the rear wheel.

Both DLI and JPEG do the same awful thing to the chroma. All the orange in the gravel is completely lost. The entire color of the laurel bush in the background is changed. Both just produce a desaturated image.

Based on the scores and what I see perceptually, my guess is this : DLI uses an 8x8 DCT. It uses a quantization matrix that is much flatter than JPEG's.

8/27/2014

08-27-14 - LZ Match Length Redundancy

A quick note on something that does not work.

I've written before about the redundancy in LZ77 codes. ( for example ). In particular the issue I had a look at was :

Any time you code a match, you know that it must be longer than any possible match at lower offsets.

eg. you won't sent a match of length of 3 to offset 30514 if you could have sent offset 1073 instead. You always choose the lowest possible offset that gives you a given match length.

The easy way to exploit this is to send match lengths as the delta from the next longest match length at lower offset. You only need to send the excess, and you know the excess is greater than zero. So if you have an ML of 3 at offset 1073, and you find a match of length 4 at offset 30514, then you send {30514,+1}

To implement this in the encoder is straightforward. If you walk your matches in order from lowest offset to highest offset, then you know the current best match length as you go. You only consider a match if it exceeds the previous best, and you record the delta in lengths that you will send.

The same principle applies to the "last offsets" ; you don't send LO2 if you could sent LO0 at the same length, so the higher index LO matches must be of greater length. And the same thing applies to ROLZ.

I tried this in all 3 cases (normal LZ matches, LO matches, ROLZ). No win. Not even tiny, but close to zero.

Part of the problem is that match lengths are just not where the bits are; they're small already. But I assume that part of what's happening is that match lengths have patterns that the delta-ing ruins. For example binary files will have patterns of 4 or 8 long matches, or in an LZMA-like you'll have certain patterns show up like at certain pos&3 intervals after a literal you get a 3-long match, etc.

I tried some obvious ideas like using the next-lowest-length as part of the context for coding the delta-length. In theory you could be able to recapture something like a next-lowest of 3 predicts a delta of 1 in places where an ML of 4 is likely. But I couldn't find a win there.

I believe this is a dead end. Even if you could find a small win, it's too slow in the decoder to be worth it.

7/14/2014

07-14-14 - Suffix-Trie Coded LZ

Idea : Suffix-Trie Coded LZ :

You are doing LZ77-style coding (eg. matches in the prior stream or literals), but send the matches in a different way.

You have a Suffix Trie built on the prior stream. To find the longest match for a normal LZ77 you would take the current string to code and look it up by walking it down the Trie. When you reach the point of deepest match, you see what string in the prior stream made that node in the Trie, and send the position of that string as an offset.

Essentially what the offset does is encode a position in the tree.

But there are many redundancies in the normal LZ77 scheme. For example if you only encode a match of length 3, then the offsets that point to "abcd.." and "abce.." are equivalent, and shouldn't be distinguished by the encoding. The fact that they both take up space in the numerical offset is a waste of bits. You only want to distinguish offsets that actually point at something different for the current match length.

The idea in a nutshell is that instead of sending an offset, you send the descent into the trie to find that string.

At each node, first send a single bit for does the next byte in the string match any of the children. (This is equivalent to a PPM escape). If not, then you're done matching. If you like, this is like sending the match length with unary : 1 bits as long as you're in a node that has a matching child, then a 0 bit when you run out of matches. (alternatively you could send the entire match length up front with a different scheme).

When one of the children matches, you must encode which one. This is just an encoding of the next character, selected from the previously seen characters in this context. If all offsets are equally likely (they aren't) then the correct thing is just Probability(child) = Trie_Leaf_Count(child) , because the number of leaves under a node is the number of times we've seen this substring in the past.

(More generally the probability of offsets is not uniform, so you should scale the probability of each child using some modeling of the offsets. Accumulate P(child) += P(offset) for each offset under a child. Ugly. This is unfortunately very important on binary data where the 4-8-struct offset patterns are very strong.)

Ignoring that aside - the big coding gain is that we are no longer uselessly distinguishing offsets that only differ at higher match length, AND instead of just wasting those bits, we instead use them to make those offsets code smaller.

For example : say we've matched "ab" so far. The previous stream contains "abcd","abce","abcf", and "abq". Pretend that somehow those are the only strings. Normal LZ77 needs 2 bits to select from them - but if our match len is only 3 that's a big waste. This way we would say the next char in the match can either be "c" or "q" and the probabilities are 3/4 and 1/4 respectively. So if the length-3 match is a "c" we send that selection in only log2(4/3) bits = 0.415

And the astute reader will already be thinking - this is just PPM! In fact it is exactly a kind of PPM, in which you start out at low order (min match length, typically 3 or so) and your order gets deeper as you match. When you escape you junk back to order 3 coding, and if that escapes it jumps back to order 0 (literal).

There are several major problems :

1. Decoding is slow because you have to maintain the Suffix Trie for both encode and decode. You lose the simple LZ77 decoder.

2. Modern LZ's benefit a lot from modeling the numerical value of the offset in binary files. That's ugly & hard to do in this framework. This method is a lot simpler on text-like data that doesn't have numerical offset patterns.

3. It's not Pareto. If you're doing all this work you may as well just do PPM.

In any case it's theoretically interesting as an ideal of how you would encode LZ offsets if you could.

(and yes I know there have been many similar ideas in the past; LZFG of course, and Langdon's great LZ-PPM equivalence proof)

7/03/2014

07-03-14 - Oodle 1.41 Comparison Charts

I did some work for Oodle 1.41 on speeding up compressors. Mainly the Fast/VeryFast encoders got faster. I also took a pass at trying to make sure the various options were "Pareto", that is the best possible space/speed tradeoff. I had some options that were off the curve, like much slower than they needed to be, or just worse with no benefit, so it was just a mistake to use them (LZNib Normal was particularly bad).

Oodle 1.40 got the new LZA compressor. LZA is a very high compression arithmetic-coded LZ. The goal of LZA is as much compression as possible while retaining somewhat reasonable (or at least tolerable) decode speeds. My belief is that LZA should be used for internet distribution, but not for runtime loading.

The charts :

compression ratio : (raw/comp ratio; higher is better)

compressor VeryFast Fast Normal Optimal1 Optimal2
LZA 2.362 2.508 2.541 2.645 2.698
LZHLW 2.161 2.299 2.33 2.352 2.432
LZH 1.901 1.979 2.039 2.121 2.134
LZNIB 1.727 1.884 1.853 2.079 2.079
LZBLW 1.636 1.761 1.833 1.873 1.873
LZB16 1.481 1.571 1.654 1.674 1.674
lzmamax  : 2.665 to 1
lzmafast : 2.314 to 1
zlib9 : 1.883 to 1 
zlib5 : 1.871 to 1
lz4hc : 1.667 to 1
lz4fast : 1.464 to 1

encode speed : (mb/s)

compressor VeryFast Fast Normal Optimal1 Optimal2
LZA 23.05 12.7 6.27 1.54 1.07
LZHLW 59.67 19.16 7.21 4.67 1.96
LZH 76.08 17.08 11.7 0.83 0.46
LZNIB 182.14 43.87 10.76 0.51 0.51
LZBLW 246.83 49.67 1.62 1.61 1.61
LZB16 511.36 107.11 36.98 4.02 4.02
lzmamax  : 5.55
lzmafast : 11.08
zlib9 : 4.86
zlib5 : 25.23
lz4hc : 32.32
lz4fast : 606.37

decode speed : (mb/s)

compressor VeryFast Fast Normal Optimal1 Optimal2
LZA 34.93 37.15 37.76 37.48 37.81
LZHLW 363.94 385.85 384.83 391.28 388.4
LZH 357.62 392.35 397.72 387.28 383.38
LZNIB 923.66 987.11 903.21 1195.66 1194.75
LZBLW 2545.35 2495.37 2465.99 2514.48 2515.25
LZB16 2752.65 2598.69 2687.85 2768.34 2765.92
lzmamax  : 42.17
lzmafast : 40.22
zlib9 : 308.93
zlib5 : 302.53
lz4hc : 2363.75
lz4fast : 2288.58

While working on LZA I found some encoder speed wins that I ported back to LZHLW (mainly in Fast and VeryFast). A big one is to early out for last offsets; when I get a last offset match > N long, I just take it and don't even look for non-last-offset matches. This is done in the non-Optimal modes, and surprisingly hurts compression almost not all while helping speed a lot.

Four of the compressors are now in pretty good shape (LZA,LZHLW,LZNIB, and LZB16). There are a few minor issues to fix someday (someday = never unless the need arises) :

LZA decoder should be a little faster (currently lags LZMA a tiny bit). LZA Optimal1 would be better with a semi-greedy match finder like MMC (LZMA is much faster to encode than me at the same compression level; perhaps a different optimal parse scheme is needed too). LZA Optimal2 should seed with multi-parse. LZHLW Optimal could be faster. LZNIB Normal needs much better match selection heuristics, the ones I have are really just not right. LZNIB Optimal should be faster; needs a better way to do threshold-match-finding. LZB16 Optimal should be faster; needs a better 64k-sliding-window match finder.

The LZH and LZBLW compressors are a bit neglected and you can see they still have some of the anomalies in the space/speed tradeoff curve, like the Normal encode speed for LZBLW is so bad that you may as well just use Optimal. Put aside until there's a reason to fix them.


If another game developer tells me that "zlib is a great compromise and you probably can't beat it by much" I'm going to murder them. For the record :

zlib -9 :
4.86 MB/sec to encode
308.93 MB/sec to decode
1.883 to 1 compression

LZHLW Optimal1 :
4.67 MB/sec to encode
391.28 MB/sec to decode
2.352 to 1 compression
come on! The encoder is slow, the decoder is slow, and it compresses poorly.

LZMA in very high compression settings is a good tradeoff. In its low compression fast modes, it's very poor. zlib has the same flaw - they just don't have good encoders for fast compression modes.

LZ4 I have no issues with; in its designed zone it offers excellent tradeoffs.


In most cases the encoder implementations are :


VeryFast =
cache table match finder
single hash
greedy parse

Fast = 
cache table match finder
hash with ways
second hash
lazy parse
very simple heuristic decisions

Normal =
varies a lot for the different compressors
generally something like a hash-link match finder
or a cache table with more ways
more lazy eval
more careful "is match better" heuristics

Optimal =
exact match finder (SuffixTrie or similar)
cost-based match decision, not heuristic
backward exact parse of LZB16
all others have "last offset" so require an approximate forward parse

I'm mostly ripping out my Hash->Link match finders and replacing them with N-way cache tables. While the cache table is slightly worse for compression, it's a big speed win, which makes it better on the space-speed tradeoff spectrum.

I don't have a good solution for windowed optimal parse match finding (such as LZB16-Optimal). I'm currently using overlapped suffix arrays, but that's not awesome. Sliding window SuffixTrie is an engineering nightmare but would probably be good for that. MMC is a pretty good compromise in practice, though it's not exact and does have degenerate case breakdowns.


LZB16's encode speed is very sensitive to the hash table size.


-h12
24,700,820 ->16,944,823 =  5.488 bpb =  1.458 to 1
encode           : 0.045 seconds, 161.75 b/kc, rate= 550.51 mb/s
decode           : 0.009 seconds, 849.04 b/kc, rate= 2889.66 mb/s

-h13
24,700,820 ->16,682,108 =  5.403 bpb =  1.481 to 1
encode           : 0.049 seconds, 148.08 b/kc, rate= 503.97 mb/s
decode           : 0.009 seconds, 827.85 b/kc, rate= 2817.56 mb/s

-h14
24,700,820 ->16,491,675 =  5.341 bpb =  1.498 to 1
encode           : 0.055 seconds, 133.07 b/kc, rate= 452.89 mb/s
decode           : 0.009 seconds, 812.73 b/kc, rate= 2766.10 mb/s

-h15
24,700,820 ->16,409,957 =  5.315 bpb =  1.505 to 1
encode           : 0.064 seconds, 113.23 b/kc, rate= 385.37 mb/s
decode           : 0.009 seconds, 802.46 b/kc, rate= 2731.13 mb/s

If you accidentally set it too big you get a huge drop-off in speed. (The charts above show -h13 ; -h12 is more comparable to lz4fast (which was built with HASH_LOG=12)).

I stole an idea from LZ4 that helped the encoder speed a lot. (lz4fast is very good!) Instead of doing the basic loop like :


while(!eof)
{
  if ( match )
    output match
  else
    output literal
}

instead do :

while(!eof)
{
  while( ! match )
  {
    output literal
  }

  output match
}

This lets you make a tight loop just for outputing literals. It makes it clearer to you as a programmer what's happening in that loop and you can save work and simplify things. It winds up being a lot faster. (I've been doing the same thing in my decoders forever but hadn't done in the encoder).

My LZB16 is very slightly more complex to encode than LZ4, because I do some things that let me have a faster decoder. For example my normal matches are all no-overlap, and I hide the overlap matches in the excess-match-length branch.

6/21/2014

06-21-14 - Suffix Trie Note

A small note on Suffix Tries for LZ compression.

See previously :

Sketch of Suffix Trie for Last Occurance

So. Reminder to myself : Suffix Tries for optimal parsing is clean and awesome. But *only* for finding the length of the longest match. *not* for finding the lowest offset of that match. And *not* for finding the longest match length and the lowest offset of any other (shorter) matches.

I wrote before about the heuristic I currently use in Oodle to solve this. I find the longest match in the trie, then I walk up to parent nodes and see if they provide lower offset / short length matches, because those may be also interesting to consider in the optimal parser.

(eg. for clarity, the situation you need to consider is something like a match of length 8 at offset 482313 vs. a match of length 6 at offset 4 ; it's important to find that lower-length lower-offset match so that you can consider the cost of it, since it might be much cheaper)

Now, I tested the heuristic of just doing parent-gathers and limitted updates, and it performed well *in my LZH coder*. It does *not* necessarily perform well with other coders.

It can miss out on some very low offset short matches. You may need to supplement the Suffix Trie with an additional short range matcher, like even just a 1024 entry hash-chain matcher. Or maybe a [256*256*256] array of the last occurance location of a trigram. Even just checking at offset=1 for the RLE match is helpful. Whether or not they are important or not depends on the back end coder, so you just have to try it.

For LZA I ran into another problem :

The Suffix Trie exactly finds the length of the longest match in O(N). That's fine. The problem is when you go up to the parent nodes - the node depth is *not* the longest match length with the pointer there. It's just the *minimum* match length. The true match length might be anywhere up to *and including* the longest match length.

In LZH I was considering those matches with the node depth as the match length. And actually I re-tested it with the correct match length, and it makes very little difference.

Because LZA does LAM exclusion, it's crucial that you actually find what the longest ML is for that offset.

(note that the original LZMA exclude coder is actually just a *statistical* exclude coder; it is still capable of coding the excluded character, it just has very low probability. My modified version that only codes 7 bits instead of 8 is not capable of coding the excluded character, so you must not allow this.)

One bit of ugliness is that extending the match to find its true length is not part of the neat O(N) time query.

In any case, I think is all a bit of a dead-end for me. I'd rather move my LZA parser to be forward-only and get away from the "find a match at every position" requirement. That allows you to take big steps when you find long matches and makes the whole thing faster.

6/18/2014

06-18-14 - Oodle Network Test Results

Well, it's been several months now that we've been testing out the beta of Oodle Network Compression on data from real game developers.

Most of the tests have been UDP, with a few TCP. We've done a few tests on data from the major engines (UE3/4, Source) that do delta property bit-packing. Some of the MMO type games with large packets were using zlib on packets.

This is a summary of all the major tests that I've run. This is not excluding any tests where we did badly. So far we have done very well on every single packet capture we've seen from game developers.


MMO game :
427.0 -> 182.7 average = 2.337:1 = 57.21% reduction
compare to zlib -5 : 427.0 -> 271.9 average


MMRTS game :
122.0 -> 75.6 average = 1.615:1 = 38.08% reduction


Unreal game :
220.9 -> 143.3 average = 1.542:1 = 35.15% reduction


Tiny packet game :
21.9 -> 15.6 average = 1.403:1 = 28.72% reduction


Large packet Source engine game :
798.2 -> 519.6 average = 1.536:1 = 34.90% reduction

Some of the tests surprised even me, particularly the tiny packet one. When I saw the average size was only 22 bytes I didn't think we had much room to work with, but we did!

Some notes :

  • Oodle Network Compression provides > 28% reduction in all cases seen so far.

  • Oodle works even on tiny packets!

  • Oodle greatly out-compresses zlib. Some developers think that zlib is a great compromise for space and speed. Oodle can do much better! Oodle is also generally faster to encode than zlib and uses less memory per channel.

  • Oodle works even on games that are already doing bit-packing and delta updates (like most of the major traditional engines do).

  • Oodle easily pays for itself; the savings in bandwidth is much greater than the cost of Oodle. In addition to the cost savings, Oodle means you can run more players

6/16/2014

06-16-14 - Rep0 Exclusion in LZMA-like coders

For reference on this topic : see the last post .

I believe there's a mistake in LZMA. I could be totally wrong about that because reading the 7z code is very hard; in any case I'm going to talk about Rep0 exclusion. I believe that LZMA does not do this the way it should, and perhaps this change should be integrated into a future version. In general I have found LZMA to be very good and most of its design decisions have been excellent. My intention is not to nitpick it, but to give back to a very nice algorithm which has been generously made public by its author, Igor Pavlov.

LZMA does "literal-after-match" exclusion. I talked a bit about this last time. Basically, after a match you know that the next literal cannot be the one that would have continued the match. If it was you would have just written a longer match. This relies on always writing the maximum length for matches.

To model "LAM" exclusion, LZMA uses a funny way of doing the binary arithmetic model for those symbols. I wrote a bit about that last time, and the LZMA way to do that is good.

LZMA uses LAM exclusion on the first literal after a match, and then does normal 8-bit literal coding if there are more literals.

That all seems fine, and I worked on the Oodle LZ-Arith variant for about month with a similar scheme, thinking it was right.

But there's a wrinkle. LZMA also does "rep0len1" coding.

For background, LZMA, like LZX before it, does "repeat match" coding. A rep match means using one of the last N offsets (usually N = 3) and you flag that and send it in very few bits. I've talked about the surprising importance of repeat matches before (also here and other places ).

LZMA, like LZX, codes rep matches with MML of 2.

But LZMA also has "rep0len1". rep0len1 codes a single symbol at the 0th repeat match offset. That's the last offset matched from. That's the same offset that provides the LAM exclusion. In fact you can state the LAM exclusion as "rep0len1 cannot occur on the symbol after a match". (and in fact LZMA gets that right and doesn't try to code the rep0len1 bit after a match).

rep0len1 is not a win on text, but it's a decent little win on binary structured data (see example at bottom of this post ). It lets you get things like the top byte of a series of floats (off=4 len1 match, then 3 literals).

The thing is, if you're doing the rep0len1 coding, then normal literals also cannot be the rep0len1 symbol. If they were, then you would just code them with the rep0len1 flag.

So *every* literal should be coded with rep0 exclusion. Not just the literal after a match. And in fact the normal 8-bit literal coding path without exclusion is never used.

To be concrete, coding a literal in LZMA should look like this :


cur_lit = buffer[ pos ];

rep0_lit = buffer[ pos - rep0_offset ];

if ( after match )
{
    // LAM exclusion means cur_lit should never be = rep0_lit
    ASSERT( cur_lit != rep0_lit );
}
else
{
    if ( cur_lit == rep0_lit )
    {
        // lit is rep0, send rep0len1 :
        ... encode rep0len1 flag ...

        // do not drop through
        return;
    }
}

// either way, we now have exclusion :
ASSERT( cur_lit != rep0_lit );

encode_with_exclude( cur_lit, rep0_lit );

and that provides a pretty solid win. Of all the things I did to try to beat LZMA, this was the only clear winner.


ADDENDUM : some notes on this.

Note that the LZMA binary-exclude coder is *not* just doing exclusion. It's also using the exclude symbol as modelling context. Pure exclusion would just take the probability of the excluded symbol and distribute it to the other symbols, in proportion to their probability.

It turns out that the rep0 literal is an excellent predictor, even beyond just exclusion.

That is, say you're doing normal 8-bit literal coding with no exclusion. You are allowed to use an 8-bit literal as context. You can either use the order-1 literal (that's buffer[pos-1]) or the rep0 literal (that's buffer[pos-rep0_offset]).

It's better to use the rep0 literal!

Of course the rep0 literal becomes a weaker predictor as you get away from the end of the match. It's very good on the literal right after a match (lam exclusion), and still very good on the next literal, and then steadily weaker.

It turns out the transition point is 4-6 literals away from the end of the match; that's the point at which the o1 symbol becomes more correlated to the current symbol than the rep0 lit.

One of the ideas that I had for Oodle LZA was to remove the rep0len1 flag completely and instead get the same effect from context modeling. You can instead take the rep0 lit and use it as an 8-bit context for literal coding, and should get the same benefit. (the coding of the match flag is implicit in the probability model).

I believe the reason I couldn't find a win there is because it turns out that LZ literal coding needs to adapt very fast. You want very few context bits, you want super fast adaptation of the top bits. Part of the issue is that you don't see LZ literals very often; there are big gaps where you had matches, so you aren't getting as much data to adapt to the file. But I can't entirely explain it.

You can intuitively understand why the rep0 literal is such a strong predictor even when it doesn't match. You've taken a string from earlier in the file, and blacked out one symbol. You're told what the symbol was before, and you're told that in the new string it is not that symbol. It's something like :


"Ther" matched before
'r' is to be substituted
"The?"
What is ? , given that it was 'r' but isn't 'r' here.

Given only the o1 symbol ('e') and the substituted symbol ('r'), you can make a very good guess of what should be there ('n' probably, maybe 'm', or 's', ...). Obviously more context would help, but with limited information, the substituted symbol (rep0 lit) sort of gives you a hint about the whole area.

An ever simpler case is given just the fact that rep0lit is upper or lower case - you're likely to substitute it with a character of the same case. Similarly if it's a vowel or consonant, you're likely to substitute with one of the same. etc. and of course I'm just using English text because it's intuitive, it works just as well on binary structured data.


There's another very small flaw in LZMA's exclude coder, which is more of a minor detail, but I'll include it here.

The LZMA binary exclude coder is equivalent to this clearer version that I posted last time :


void BinaryArithCodeWithExclude( ArithEncoder * arith, int val, int exclude )
{
    int ctx = 1; // place holder top bit

    // first loop in the "matched" part of the tree :
    for(;;)
    {
        int exclude_bit = (exclude >> 7) & 1; exclude <<= 1;
        int bit = (val >> 7) & 1; val <<= 1;
        ASSERT( ctx < 256 );
        m_bins[256 + ctx + (exclude_bit<<8)].encode(arith,bit);
        ctx = (ctx<<1) | bit;
        if ( ctx >= 256 )
            return;
        if ( bit != exclude_bit )
            break;
    }
    
    // then finish bits that are unmatched :
    // non-matched
    do
    {
        int bit = (val >> 7) & 1; val <<= 1;
        m_bins[ctx].encode(arith,bit);
        ctx = (ctx<<1) | bit;
    }
    while( ctx < 256 );
}
This codes up to 8 bits while the bits of "val" match the bits of "exclude" , and up to 8 bits while the bits of "val" don't match.

Now, obviously the very first bit can never be coded in the unmatched phase. So we could eliminate that from the unmatched bins. But that only saves us one slot.

(and actually I'm already wasting a slot intentionally; the "ctx" with place value bit like this is always >= 1 , so you should be indexing at "ctx-1" if you want a tight packed array. I intentionally don't do that, so that I have 256 bins instead of 255, because it makes the addressing work with "<<8" instead of "*255")

More importantly, in the "matched" phase, you don't actually need to code all 8 bits. If you code 7 bits, then you know that "val" and "exclude" match in all top 7 bits, so it must be that val == exclude^1. That is, it's just one bit flip away; the decoder will also know that so you can just not send it.

The fixed encoder is :


void BinaryArithCodeWithExclude( ArithEncoder * arith, int val, int exclude )
{
    int ctx = 1; // place holder top bit

    // first loop in the "matched" part of the tree :
    for(;;)
    {
        int exclude_bit = (exclude >> 7) & 1; exclude <<= 1;
        int bit = (val >> 7) & 1; val <<= 1;
        ASSERT( ctx < 128 );
        m_bins[256 + ctx + (exclude_bit<<7)].encode(arith,bit);
        ctx = (ctx<<1) | bit;
        if ( bit != exclude_bit )
            break;
        if ( ctx >= 128 )
        {
            // I've coded 7 bits
            // and they all match
            // no need to code the last one
            return;
        }
    }
    
    // then finish bits that are unmatched :
    // non-matched
    do
    {
        int bit = (val >> 7) & 1; val <<= 1;
        m_bins[ctx].encode(arith,bit);
        ctx = (ctx<<1) | bit;
    }
    while( ctx < 256 );
}
Note that now ctx in the matched phase can only reach 128. That means this coder actually only needs 2*256 bins, not 3*256 bins as stated last time.

This is a little speed savings (tiny because we only get one less arith coding event on a rare path), a little compression savings (tiny because that bottom bit models very well), and a little memory use savings.

6/12/2014

06-12-14 - Some LZMA Notes

I've been working on an LZ-Arith for Oodle, and of course the benchmark to beat is LZMA, so I've had a look at a few things.

Some previous posts related to things I'll discuss today :

cbloom rants 09-27-08 - On LZ and ACB
cbloom rants 10-01-08 - First Look at LZMA
cbloom rants 10-05-08 - 5 Rant on New Arithmetic Coders
cbloom rants 08-20-10 - Deobfuscating LZMA
cbloom rants 09-03-10 - LZ and Exclusions

Some non-trivial things I have noticed :

1. The standard way of coding literals with a binary arithmetic coder has a subtle quirk to it.

LZMA uses the now standard fractional update method for binary probability modeling. That's p0 -= (p0 >> updshift) and so on. See for example : 10-05-08 - 5 : Rant on New Arithmetic Coders .

The fractional update method is an approximation of a standard {num0,num1} binary model in which you are kept right at the renormalization threshold. That is, a counting model does :

P0 = num0 / (num0+num1);
... do coding ...
if ( bit ) num1++;
else num0++;
if ( (num0+num1) > renorm_threshold )
{
  // scale down somehow; traditionally num0 >>= 1;
}
The fractional shift method is equivalent to :

num0 = P0;
num1 = (1<<frac_tot) - P0;
if ( bit ) num1++;
else num0++;

// num0+num1 is now ((1<<frac_tot)+1); rescale :
P0 = num0 * (1<<frac_tot)/((1<<frac_tot)+1);

That is, it assumes you're right at renormalization threshold and keeps you there.

The important thing about this is adaptation speed.

A traditional {num0,num1} model adapts very quickly at first. Each observed bit causes a big change to P0 because total is small. As total gets larger, it becomes more stable, it has more inertia and adapts more slowly. The renorm_threshold sets a minimum adaptation speed; that is, it prevents the model from becoming too full of old data and too slow to respond to new data.

Okay, that's all background. Now let's look at coding literals.

The standard way to code an N bit literal using a binary arithmetic coder is to code each bit one by one, either top down or bottom up, and use the previous coded bits as context, so that each subtree of the binary tree gets its own probability models. Something like :


ctx = 1;
while( ctx < 256 ) // 8 codings
{
    int bit = (val >> 7)&1; // get top bit
    val <<= 1; // slide val for next coding
    BinaryCode( bit, p0[ctx-1] );
    // put bit in ctx for next event
    ctx = (ctx<<1) | bit;
}

Okay.

Now first of all there is a common misconception that binary coding is somehow different than N-ary arithmetic coding, or that it will work better on "binary data" that is somehow organized "bitwise" vs text-like data. That is not strictly true.

If we use a pure counting model for our N-ary code and our binary code, and we have not reached the renormalization threshold, then they are in fact *identical*. Exactly identical.

For example, say we're coding two-bit literals :


The initial counts are :

0: 3
1: 1
2: 5
3: 4
total = 13

we code a 2 with probability 5/13 in log2(13/5) bits = 1.37851
and its count becomes 6

With binary modeling the counts are :

no ctx
0: 4
1: 9

ctx=0
0: 3
1: 1

ctx=1
0: 5
1: 4

to code a "2"
we first code a 1 bit with no context
with probability 9/13 in log2(13/9) bits = 0.53051
and the counts become {4,10}

then we code a 0 bit with a 1 context
with probability 5/9 in log2(9/5) bits = 0.84800
and the counts become {6,4}

And of course 1.37851 = 0.53051 + 0.84800

The coding is exactly the same. (and furthermore, binary coding top down or bottom up is also exactly the same).

However, there is a difference, and this is where the quirk of LZMA comes in. Once you start hitting the renormalization threshold, so that the adaptation speed is clamped, they do behave differently.

In a binary model, you will see many more events at the top bit. The exact number depends on how spread your statistics are. If all 256 symbols are equally likely, then the top bit is coded 128X more often than the bottom bits (and each of the next bits is coded 64X, etc.). If only one symbol actually occurs then all the bit levels will be coded the same number of times. In practice it's somewhere in between.

If you were trying to match the normal N-ary counting model, then the binary model should have much *slower* adaptation for the top bit than it does for the bottom bit. With a "fractional shift" binary arithmetic coder that would mean using a different "update shift".

But LZMA, like most code I've seen that implements this kind of binary coding of literals, does not use different adaptation rates for each bit level. Instead they just blindly use the same binary coder for each bit level.

This is wrong, but it turns out to be right. I tested a bunch of variations and found that the LZMA way is best on my test set. It seems that having much faster adaptation of the top bits is a good thing.

Note that this is a consequence of using unequal contexts for the different bit levels. The top bit has 0 bits of context, while the bottom bit has 7 bits of context, which means its statistics are diluted 128X (or less). If you do an order-1 literal coder this way, the top bit has 8 bits of context while the bottom bit gets 15 bits.

2. The LZMA literal-after-match coding is just an exclude

I wrote before (here : cbloom rants 08-20-10 - Deobfuscating LZMA ) about the "funny xor thing" in the literal-after-match coder. Turns out I was wrong, it's not really funny at all.

In LZ coding, there's a very powerful exclusion that can be applied. If you always output matches of the maximum length (more on this later), then you know that the next symbol cannot be the one that followed in the match. Eg. if you just copied a match from "what" but only took 3 symbols, then you know the next symbol cannot be "t", since you would have just done a length-4 match in that case.

This is a particularly good exclusion because the symbol that followed in the match is what you would predict to be the most probable symbol at that spot!

That is, say you need to predict the MPS (most probable symbol) at any spot in the file. Well, what you do is look at the preceding context of symbols and find the longest previous match of the context, and take the symbol that follows that context. This is "PPM*" essentially.

So when you code a literal after a match in LZ, you really want to do exclusion of the last-match predicted symbol. In a normal N-ary arithmetic coder, you would simply set the count of that symbol to 0. But it's not so simple with the binary arithmetic coder.

With a binary arithmetic coder, let's say you have the same top 7 bits as the exclude symbol. Well then, you know exactly what your bottom bit must be without doing any coding at all - it must be the bit that doesn't match the exclude symbol. At the next bit level above that, you can't strictly exclude, but you can probabilistically, exclude. That is :


Working backwards from the bottom :

At bit level 0 :

if symbol top 7 bits == exclude top 7 bits
then full exclude

that is, probability of current bit == exclude bit is zero

At bit level 1 :

if symbol top 6 bits == exclude top 6 bits
then

if symbol current bit matches exclude current bit, I will get full exclusion in the next level
so chance of that path is reduced but not zero

the other binary path is unaffected

that is, we're currently coding to decide between 4 symbols.  Something like :

0 : {A,B}
1 : {C,D}

we should have P0 = (PA+PB)/(PA+PB+PC+PD)

but we exclude one; let's say B, so instead we want to code with P0 = PA/(PA+PC+PD)

etc..

That is, the exclude is strongest at the bottom bit level, and becomes less strong as you go back up to higher bit levels, because there are more symbols on each branch than just the exclude symbol.

The LZMA implementation of this is :


  static void LitEnc_EncodeMatched(CRangeEnc *p, CLzmaProb *probs, UInt32 symbol, UInt32 matchByte)
  {
    UInt32 offs = 0x100;
    symbol |= 0x100;
    do
    {
      matchByte <<= 1;
      RangeEnc_EncodeBit(p, probs + (offs + (matchByte & offs) + (symbol >> 8)), (symbol >> 7) & 1);
      symbol <<= 1;
      offs &= ~(matchByte ^ symbol);
    }
    while (symbol < 0x10000);
  }

I rewrote it to understand it; maybe this is clearer :

void BinaryArithCodeWithExclude( ArithEncoder * arith, int val, int exclude )
{
    // same thing but maybe clearer :
    bool matched = true;        
    val |= 0x100; // place holder top bit

    for(int i=0;i<8;i++) // 8 bit literal
    {
        int exclude_bit = (exclude >> (7-i)) & 1;
        int bit = (val >> (7-i)) & 1;

        int context = val >> (8-i);
        if ( matched )
            context += exclude_bit?512:256;

        m_probs[context].encode(arith,bit);

        if ( bit != exclude_bit )
            matched = false;
    }
}

We're tracking a running flag ("matched" or "offs") which tells us if we are on the same path of the binary tree as the exclude symbol. That is, do all prior bits match. If so, that steps us into another group of contexts, and we add the current bit from the exclude symbol to our context.

Now of course "matched" always starts true, and only turns to false once, and then stays false. So we can instead implement this as two loops with a break :


void BinaryArithCodeWithExclude( ArithEncoder * arith, int val, int exclude )
{
    int ctx = 1; // place holder top bit

    // first loop in the "matched" part of the tree :
    for(;;)
    {
        int exclude_bit = (exclude >> 7) & 1; exclude <<= 1;
        int bit = (val >> 7) & 1; val <<= 1;
        m_bins[256 + ctx + (exclude_bit<<8)].encode(arith,bit);
        ctx = (ctx<<1) | bit;
        if ( ctx >= 256 )
            return;
        if ( bit != exclude_bit )
            break;
    }
    
    // then finish bits that are unmatched :
    // non-matched
    do
    {
        int bit = (val >> 7) & 1; val <<= 1;
        m_bins[ctx].encode(arith,bit);
        ctx = (ctx<<1) | bit;
    }
    while( ctx < 256 );
}

It's actually not weird at all, it's just the way to do symbol exclusion with a binary coder.

ADDENDUM : maybe I'm going to0 far saying it's not weird. It is a bit weird, sort of like point 1, it's actually not right, but in a good way.

The thing that's weird is that when coding the top bits, it's only using the bits seen so far of the exclude symbol. If you wanted to do a correct probability exclusion, you need *all* the bits of the exclude symbol, so that you can see exactly what symbol it is, how much probability it contributes to that side of the binary tree.

The LZMA way appears to work significantly better than doing the full exclude.

That is, it's discarding some bits of the exclude as context, and that seems to help due to some issue with sparsity and adaptation rates. The LZMA uses 3*256 binary probabilities, while full exclusion uses 9*256. (though in both cases, not all probs are actually used; eg. the first bit is always coded from the "matched" probs, not the "un-matched").

ADDENDUM2 : Let me say it again perhaps clearer.

The way to code a full exclude using binary modeling is :


coding "val" with exclusion of "exclude"

while bits of val coded so far match bits of exclude coded so far :
{
  N bits coded so far
  use 8 bits of exclude as context
  code current bit of val
  if current bit of val != same bit of exclude
    break;
}

while there are bits left to code in val
{
  N bits coded so far
  use N bits of val as context
  code current bit of val
}

The LZMA way is :

coding "val" with exclusion of "exclude"

while bits of val coded so far match bits of exclude coded so far :
{
  N bits coded so far
  use N+1 bits of exclude as context   // <- only difference is here
  code current bit of val
  if current bit of val != same bit of exclude
    break;
}

while there are bits left to code in val
{
  N bits coded so far
  use N bits of val as context
  code current bit of val
}

I also tried intermediate schemes like using N+2 bits of exclude (past bits+current bit+one lower bit) which should help a little to identify the exclusion probability without diluting statistics too much - they all hurt.

3. Optimal parsing and exclusions are either/or and equal

There are two major options for coding LZ-arith :

I. Do literal-after-match exclusion and always output the longest match. Use a very simplified optimal parser that only considers literal vs match (and a few other things). Essentially just a fancier lazy parse (sometimes called a "flexible parse").

II. Do not do literal-after-match exclusion, and consider many match lengths in an optimal parser.

It turns out that these give almost identical compression.

Case II has the simpler code stream because it doesn't require the literal-after-match special coder, but it's much much slower to encode at high compression because the optimal parser has to work much harder.

I've seen this same principle many times and it always sort of intrigues me. Either you can make a code format that explicitly avoids redundancy, or you can exploit that redundancy by writing an encoder that aggressively searches the coding space.

In this case the coding of exclude-after-match is quite simple, so it's definitely preferable to do that and not have to do the expensive optimal parse.

4. LZMA is very Pareto

I can't really find any modification to it that's a clear win. Obviously you can replace the statistical coders with either something faster (ANS) or something that gives more compression (CM) and you can move the space/speed tradeoff, but not in a clearly beneficial way.

That is, on the compression_ratio / speed / memory_use three-way tradeoff, if you hold any two of those constant, there's no improvement to be had in the other.

.. except for one flaw, which we'll talk about in the next post.

3/30/2014

03-30-14 - Decoding GIF

So I'm writing a little image viewer for myself because I got fed up with ACDSee sucking so bad. Anyway, I had almost every image format except GIF, so I've been adding that.

It's mostly straightforward except for a few odd quirks, so I'm writing them down.

Links :

spec of gif89a
A breakdown of a GIF decoder
The GIFLIB Library
Frame Delay Times for Animated GIFs by humpy77 on deviantART
gif_timing test
ImageMagick - Animation Basics -- IM v6 Examples
(Optional) Building zlib, libjpeg, libpng, libtiff and giflib � Leptonica & Visual Studio 2008
theimage.com gif Disposal Methods 2
theimage.com GIF Table of Contents

My notes :

A GIF is a "canvas" and the size of the canvas is in the file header as the "screen width/height". There are then multiple "images" in the file drawn into the canvas.

In theory multiple images could be used even for non-animated gifs. Each image can have its own palette, which lets you do true color gifs by assigning different palettes to different parts of the image. So you should not assume that a GIF decodes into an 8-bit palettized image. I have yet to see any GIF in the wild that does this. (and if you had one, most viewers would interpret it as an animated gif, since delay=0 is not respected literally)

(one hacky way around that which I have seen suggested elsewhere : a gif with multiple images but no GCE blocks should be treated as compositing to form a single still image, whereas GCE blocks even with delay of 0 must be interpreted as animation frames)

Note that animation frames which only update part of the image *is* common. Also the transparency in a GIF must be used when drawing frames onto the canvas - it does not indicate that the final pixel should be transparent. That is, an animation frame may mark some pixels as transparent, and that means don't update those pixels.

There is an (optional) global palette and an (optional) per-image palette. In the global header there is a "background color". That is an index to the global palette, if it exists. The background color will be visible in parts of the canvas where there is no image rectangle, and also where images are transparent all the way down to the canvas. However, the ImageMagick link above has this note :


        There is some thinking that rather than clearing the overlaid area to
        the transparent color, this disposal should clear it to the 'background'
        color meta-data setting stored in the GIF animation. In fact the old
        "Netscape" browser (version 2 and 3), did exactly that. But then it also
        failed to implement the 'Previous' dispose method correctly.

        On the other hand the initial canvas should also be set from the formats
        'background' color too, and that is also not done. However all modern
        web browsers clear just the area that was last overlaid to transparency,
        as such this is now accepted practice, and what IM now follows. 
        
which makes me think that many decoders (eg. web browsers) ignore background and just make those pixels transparent.

(ADD : I've seen quite a few cases where the "background" value is larger than the global palette. eg. global palette has 64 colors, and "background" is 80 or 152.)

In the optional GCE block, each image can have a transparent color set. This is a palette index which acts as a color-key transparency. Tranparent pixels should show whatever was beneath them in the canvas. That is, they do not necessarily result in transparent pixels in the output if there was a solid pixel beneath them in the canvas from a previous image.

Each image has a "delay" time and "dispose" setting in the optional GCE block (which occurs before the image data). These apply *after* that frame.

Delay is the frame time; it can vary per frame, there is no global constant fps. Delay is in centiseconds, and the support for delay < 10 is nasty. In practice you must interpret a delay of 0 or 1 centiseconds to mean "not set" rather than to mean they actually wanted a delay of 0 or 1. (people who take delay too literally are why some gifs play way too fast in some viewers).

Dispose is an action to take on the image after it has been displayed and held for delay time. Note that it applies to the *image* not the canvas (the image may be just a rectangular portion of the canvas). It essentially tells how that image's data will be committed to the canvas for future frames. Unfortunately the dispose value of 0 for "not specified" is extremely common. It appears to be correct to treat that the same as a value of 1 (leave in place).

(ADD : I've seen several cases of a dispose value of "5". Dispososal is supposed to be a 3 bit value, of which only the values 0-3 are defined (and fucking 0 means "undefined"). Values 4-7 are supposed to be reserved.)

The ImageMagick and "theimage.com" links above are very handy for testing disposal and other funny animation details.

It's a shame that zero-delay is so widely mis-used and not supported, because it is the most interesting feature in GIF for encoder flexibility.

old rants