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author | toma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da> | 2009-11-25 17:56:58 +0000 |
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committer | toma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da> | 2009-11-25 17:56:58 +0000 |
commit | 47d455dd55be855e4cc691c32f687f723d9247ee (patch) | |
tree | 52e236aaa2576bdb3840ebede26619692fed6d7d /kviewshell/plugins/djvu/libdjvu/ZPCodec.h | |
download | tdegraphics-47d455dd55be855e4cc691c32f687f723d9247ee.tar.gz tdegraphics-47d455dd55be855e4cc691c32f687f723d9247ee.zip |
Copy the KDE 3.5 branch to branches/trinity for new KDE 3.5 features.
BUG:215923
git-svn-id: svn://anonsvn.kde.org/home/kde/branches/trinity/kdegraphics@1054174 283d02a7-25f6-0310-bc7c-ecb5cbfe19da
Diffstat (limited to 'kviewshell/plugins/djvu/libdjvu/ZPCodec.h')
-rw-r--r-- | kviewshell/plugins/djvu/libdjvu/ZPCodec.h | 747 |
1 files changed, 747 insertions, 0 deletions
diff --git a/kviewshell/plugins/djvu/libdjvu/ZPCodec.h b/kviewshell/plugins/djvu/libdjvu/ZPCodec.h new file mode 100644 index 00000000..4eba6901 --- /dev/null +++ b/kviewshell/plugins/djvu/libdjvu/ZPCodec.h @@ -0,0 +1,747 @@ +//C- -*- C++ -*- +//C- ------------------------------------------------------------------- +//C- DjVuLibre-3.5 +//C- Copyright (c) 2002 Leon Bottou and Yann Le Cun. +//C- Copyright (c) 2001 AT&T +//C- +//C- This software is subject to, and may be distributed under, the +//C- GNU General Public License, Version 2. The license should have +//C- accompanied the software or you may obtain a copy of the license +//C- from the Free Software Foundation at http://www.fsf.org . +//C- +//C- This program is distributed in the hope that it will be useful, +//C- but WITHOUT ANY WARRANTY; without even the implied warranty of +//C- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +//C- GNU General Public License for more details. +//C- +//C- DjVuLibre-3.5 is derived from the DjVu(r) Reference Library +//C- distributed by Lizardtech Software. On July 19th 2002, Lizardtech +//C- Software authorized us to replace the original DjVu(r) Reference +//C- Library notice by the following text (see doc/lizard2002.djvu): +//C- +//C- ------------------------------------------------------------------ +//C- | DjVu (r) Reference Library (v. 3.5) +//C- | Copyright (c) 1999-2001 LizardTech, Inc. All Rights Reserved. +//C- | The DjVu Reference Library is protected by U.S. Pat. No. +//C- | 6,058,214 and patents pending. +//C- | +//C- | This software is subject to, and may be distributed under, the +//C- | GNU General Public License, Version 2. The license should have +//C- | accompanied the software or you may obtain a copy of the license +//C- | from the Free Software Foundation at http://www.fsf.org . +//C- | +//C- | The computer code originally released by LizardTech under this +//C- | license and unmodified by other parties is deemed "the LIZARDTECH +//C- | ORIGINAL CODE." Subject to any third party intellectual property +//C- | claims, LizardTech grants recipient a worldwide, royalty-free, +//C- | non-exclusive license to make, use, sell, or otherwise dispose of +//C- | the LIZARDTECH ORIGINAL CODE or of programs derived from the +//C- | LIZARDTECH ORIGINAL CODE in compliance with the terms of the GNU +//C- | General Public License. This grant only confers the right to +//C- | infringe patent claims underlying the LIZARDTECH ORIGINAL CODE to +//C- | the extent such infringement is reasonably necessary to enable +//C- | recipient to make, have made, practice, sell, or otherwise dispose +//C- | of the LIZARDTECH ORIGINAL CODE (or portions thereof) and not to +//C- | any greater extent that may be necessary to utilize further +//C- | modifications or combinations. +//C- | +//C- | The LIZARDTECH ORIGINAL CODE is provided "AS IS" WITHOUT WARRANTY +//C- | OF ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED +//C- | TO ANY WARRANTY OF NON-INFRINGEMENT, OR ANY IMPLIED WARRANTY OF +//C- | MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE. +//C- +------------------------------------------------------------------ +// +// $Id: ZPCodec.h,v 1.9 2003/11/07 22:08:22 leonb Exp $ +// $Name: release_3_5_15 $ + +#ifndef _ZPCODEC_H +#define _ZPCODEC_H +#ifdef HAVE_CONFIG_H +#include "config.h" +#endif +#if NEED_GNUG_PRAGMAS +# pragma interface +#endif + +// From: Leon Bottou, 1/31/2002 +// Almost equal to my initial code. + +#include "GContainer.h" + +#ifdef HAVE_NAMESPACES +namespace DJVU { +# ifdef NOT_DEFINED // Just to fool emacs c++ mode +} +#endif +#endif + +class ByteStream; + + + +/** @name ZPCodec.h + + Files #"ZPCodec.h"# and #"ZPCodec.cpp"# implement a fast binary adaptive + quasi-arithmetic coder named ZP-Coder. Because of its speed and + convenience, the ZP-Coder is used in several parts of the DjVu reference + library (See \Ref{BSByteStream.h}, \Ref{JB2Image.h}, \Ref{IW44Image.h}). + The following comments avoid the theory (see the historical remarks for + useful pointers) and concentrate on the user perspective on the ZP-Coder. + + {\bf Introduction} --- + Encoding consists of transforming a sequence of {\em message bits} into a + sequence of {\em code bits}. Decoding consists of retrieving the message + bits using only the code bits. We can make the code smaller than the + message as soon as we can predict a message bit on the basis of a {\em + coding context} composed of previously encoded or decoded bits. If the + prediction is always correct, we do not even need to encode the message + bit. If the prediction is totally unreliable, we need to generate one code + bit in order to unambiguously specify the message bit. In other words, + the more reliable the prediction, the more compression we get. + + The ZP-Coder handles prediction by means of {\em context variables} (see + \Ref{BitContext}). There must be a context variable for each possible + combination of context bits. Both the encoder and the decoder use same + context variable for coding each message bit. For instance, we can code a + binary image by successively coding all the pixels (the message bits) in + row and column order. It is reasonable to assume that each pixel can be + reasonably well predicted by looking at a few (say 10) neighboring pixels + located above and to the left of the current pixel. Since these 10 pixels + make 1024 combinations, we need 1024 context variables. Each pixel is + encoded using the context variable corresponding to the values of the 10 + neighboring pixels. Each pixel will be decoded by specifying the same + context variable corresponding to the values of these 10 pixels. This is + possible because these 10 pixels (located above and to the left) have + already been decoded and therefore are known by the decoder program. + + The context variables are initially set to zero, which mean that we do not + know yet how to predict the current message bit on the basis of the + context bits. While coding the message bits, the ZP-Coder automatically + estimates the frequencies of #0#s and #1#s coded using each context + variable. These frequencies actually provide a prediction (the most + probable bit value) and an estimation of the prediction reliability (how + often the prediction was correct in the past). All this statistical + information is stored into the context variable after coding each bit. In + other words, the more we code bits within a particular context, the better + the ZP-Coder adapts its prediction model, and the more compression we can + obtain. + + All this adaptation works indeed because both the encoder program and the + decoder program are always synchronized. Both the encoder and the decoder + see the same message bits encoded (or decoded) with the same context + variables. Both the encoder and the decoder apply the same rules to + update the context variables and improve the predictors. Both the encoder + and the decoder programs use the same predictors for any given message + bit. The decoder could not work if this was not the case. + + Just before encoding a message bit, all the context variables in the + encoder program contain certain values. Just before decoding this message + bit, all the context variables in the decoder program must contain the same + values as for the encoder program. This is guaranteed as long as + each prediction only depends on already coded bits: {\em the coding context, + on which the each prediction is based, must be composed of message bits which + have already been coded. } + + {\bf Usage} --- + Once you know how to organize the predictions (i.e. which coding context + to use, how many context variables to initialize, etc.), using the + ZP-Coder is straightforward (see \Ref{ZPCodec Examples}): + \begin{itemize} + \item The {\em encoder program} allocates context variables and + initializes them to zero. It then constructs a \Ref{ZPCodec} object for + encoding. For each message bit, the encoder program retrieves the context + bits, selects a context variable on the basis of the context bits and + calls member function \Ref{ZPCodec::encoder} with the message bit and a + reference to the context variable. + \item The {\em decoder program} allocates context variables and + initializes them to zero. It then constructs a \Ref{ZPCodec} object for + decoding. For each message bit, the decoder program retrieves the context + bits, selects a context variable on the basis of the context bits and + calls member function \Ref{ZPCodec::decoder} with a reference to the + context variable. This function returns the message bit. + \end{itemize} + Functions #encoder# and #decoder# only require a few machine cycles to + perform two essential tasks, namely {\em coding} and {\em context + adaptation}. Function #decoder# often returns after two arithmetic + operations only. To make your program fast, you just need to feed message + bits and context variables fast enough. + + {\bf History} --- The ZP-Coder is similar in function and performance to + the seminal Q-Coder (Pennebaker, Mitchell, Langdon, Arps, IBM J. Res + Dev. 32, 1988). An improved version of the Q-Coder, named QM-Coder, has + been described in certain parts of the JPEG standard. Unfortunate patent + policies have made these coders very difficult to use in general purpose + applications. The Z-Coder is constructed using a new approach based on an + extension of the Golomb codes (Bottou, Howard, Bengio, IEEE DCC 98, 1998 + \URL[DjVu]{http://www.research.att.com/~leonb/DJVU/bottou-howard-bengio/} + \URL[PostScript]{http://www.research.att.com/~leonb/PS/bottou-howard-bengio.ps.gz}) + This new approach does not infringe the QM-Coder patents. Unfortunately + the Z-Coder is dangerously close to the patented Arithmetic MEL Coder. + Therefore we wrote the ZP-Coder (pronounce Zee-Prime Coder) which we + believe is clear of legal problems. Needless to say, AT&T has patents + pending for both the Z-Coder and the ZP-Coder, licenced to LizardTech. + The good news however is that we can grant a license to use the ZP-Coder + in ``free software'' without further complication. See the Copyright + for more information. + + @memo + Binary adaptive quasi-arithmetic coder. + @version + #$Id: ZPCodec.h,v 1.9 2003/11/07 22:08:22 leonb Exp $# + @author + L\'eon Bottou <[email protected]> */ +//@{ + + +/** Context variable. + Variables of type #BitContext# hold a single byte describing how to encode + or decode message bits with similar statistical properties. This single + byte simultaneously represents the current estimate of the bit probability + distribution (which is determined by the frequencies of #1#s and #0#s + already coded with this context) and the confidence in this estimate + (which determines how fast the estimate can change.) + + A coding program typically allocates hundreds of context variables. Each + coding context is initialized to zero before encoding or decoding. Value + zero represents equal probabilities for #1#s and #0#s with a minimal + confidence and therefore a maximum adaptation speed. Each message bit is + encoded using a coding context determined as a function of previously + encoded message bits. The decoder therefore can examine the previously + decoded message bits and decode the current bit using the same context as + the encoder. This is critical for proper decoding. +*/ +typedef unsigned char BitContext; + + +/** Performs ZP-Coder encoding and decoding. A ZPCodec object must either + constructed for encoding or for decoding. The ZPCodec object is connected + with a \Ref{ByteStream} object specified at construction time. A ZPCodec + object constructed for decoding reads code bits from the ByteStream and + returns a message bit whenever function \Ref{decoder} is called. A + ZPCodec constructed for encoding processes the message bits provided by + function \Ref{encoder} and writes the corresponding code bits to + ByteStream #bs#. + + You should never directly access a ByteStream object connected to a valid + ZPCodec object. The most direct way to access the ByteStream object + consists of using the "pass-thru" versions of functions \Ref{encoder} and + \Ref{decoder}. + + The ByteStream object can be accessed again after the destruction of the + ZPCodec object. Note that the encoder always flushes its internal buffers + and writes a few final code bytes when the ZPCodec object is destroyed. + Note also that the decoder often reads a few bytes beyond the last code byte + written by the encoder. This lag means that you must reposition the + ByteStream after the destruction of the ZPCodec object and before re-using + the ByteStream object (see \Ref{IFFByteStream}.) + + Please note also that the decoder has no way to reliably indicate the end + of the message bit sequence. The content of the message must be designed + in a way which indicates when to stop decoding. Simple ways to achieve + this consists of announcing the message length at the beginning (like a + pascal style string), or of defining a termination code (like a null + terminated string). */ + +class ZPCodec : public GPEnabled { +protected: + ZPCodec (GP<ByteStream> gbs, const bool encoding, const bool djvucompat=false); +public: + class Encode; + class Decode; + + /// Non-virtual destructor. + ~ZPCodec(); + /** Constructs a ZP-Coder. If argument #encoding# is zero, the ZP-Coder + object will read code bits from the ByteStream #bs# and return a message + bit whenever function #decoder# is called. If flag #encoding# is set + the ZP-Coder object will process the message bits provided by function + #encoder# and write code bits to ByteStream #bs#. Optional flag + #djvucompat# selects a slightly less efficient adaptation table which is + used by the DjVu project. This is required in order to ensure the + bitstream compatibility. You should not use this flag unless you want + to decode JB2, IW44 or BZZ encoded data. */ + static GP<ZPCodec> create( + GP<ByteStream> gbs, const bool encoding, const bool djvucompat=false); + + /** Encodes bit #bit# using context variable #ctx#. Argument #bit# must be + #0# or #1#. This function should only be used with ZP-Coder objects + created for encoding. It may modify the contents of variable #ctx# in + order to perform context adaptation. */ + void encoder(int bit, BitContext &ctx); + + /** Decodes a bit using context variable #ctx#. This function should only be + used with ZP-Coder objects created for decoding. It may modify the + contents of variable #ctx# in order to perform context adaptation. */ + int decoder(BitContext &ctx); + + /** Encodes bit #bit# without compression (pass-thru encoder). Argument + #bit# must be #0# or #1#. No compression will be applied. Calling this + function always increases the length of the code bit sequence by one + bit. */ + void encoder(int bit); + + /** Decodes a bit without compression (pass-thru decoder). This function + retrieves bits encoded with the pass-thru encoder. */ + int decoder(void); +#ifdef ZPCODEC_BITCOUNT + /** Counter for code bits (requires #-DZPCODEC_BITCOUNT#). This member + variable is available when the ZP-Coder is compiled with option + #-DZPCODEC_BITCOUNT#. Variable #bitcount# counts the number of code + bits processed by the coder since the construction of the object. This + variable can be used to evaluate how many code bits are spent on various + components of the message. */ + int bitcount; +#endif + // Table management (advanced stuff) + struct Table { + unsigned short p; + unsigned short m; + BitContext up; + BitContext dn; + }; + void newtable(ZPCodec::Table *table); + BitContext state(float prob1); + // Non-adaptive encoder/decoder + void encoder_nolearn(int pix, BitContext &ctx); + int decoder_nolearn(BitContext &ctx); + inline int IWdecoder(void); + inline void IWencoder(const bool bit); +protected: + // coder status + GP<ByteStream> gbs; // Where the data goes/comes from + ByteStream *bs; // Where the data goes/comes from + const bool encoding; // Direction (0=decoding, 1=encoding) + unsigned char byte; + unsigned char scount; + unsigned char delay; + unsigned int a; + unsigned int code; + unsigned int fence; + unsigned int subend; + unsigned int buffer; + unsigned int nrun; + // table + unsigned int p[256]; + unsigned int m[256]; + BitContext up[256]; + BitContext dn[256]; + // machine independent ffz + char ffzt[256]; + // encoder private + void einit (void); + void eflush (void); + void outbit(int bit); + void zemit(int b); + void encode_mps(BitContext &ctx, unsigned int z); + void encode_lps(BitContext &ctx, unsigned int z); + void encode_mps_simple(unsigned int z); + void encode_lps_simple(unsigned int z); + void encode_mps_nolearn(unsigned int z); + void encode_lps_nolearn(unsigned int z); + // decoder private + void dinit(void); + void preload(void); + int ffz(unsigned int x); + int decode_sub(BitContext &ctx, unsigned int z); + int decode_sub_simple(int mps, unsigned int z); + int decode_sub_nolearn(int mps, unsigned int z); +private: + // no copy allowed (hate c++) + ZPCodec(const ZPCodec&); + ZPCodec& operator=(const ZPCodec&); +#ifdef ZPCODEC_FRIEND + friend ZPCODEC_FRIEND; +#endif +}; + + + + + + +// INLINE CODE + +inline void +ZPCodec::encoder(int bit, BitContext &ctx) +{ + unsigned int z = a + p[ctx]; + if (bit != (ctx & 1)) + { + encode_lps(ctx, z); + }else if (z >= 0x8000) + { + encode_mps(ctx, z); + }else + { + a = z; + } +} + +inline int +ZPCodec::IWdecoder(void) +{ + return decode_sub_simple(0,0x8000 + ((a+a+a) >> 3)); +} + +inline int +ZPCodec::decoder(BitContext &ctx) +{ + unsigned int z = a + p[ctx]; + if (z <= fence) + { a = z; return (ctx&1); } + return decode_sub(ctx, z); +} + +inline void +ZPCodec::encoder_nolearn(int bit, BitContext &ctx) +{ + unsigned int z = a + p[ctx]; + if (bit != (ctx & 1)) + encode_lps_nolearn(z); + else if (z >= 0x8000) + encode_mps_nolearn(z); + else + a = z; +} + +inline int +ZPCodec::decoder_nolearn(BitContext &ctx) +{ + unsigned int z = a + p[ctx]; + if (z <= fence) + { a = z; return (ctx&1); } + return decode_sub_nolearn( (ctx&1), z); +} + +inline void +ZPCodec::encoder(int bit) +{ + if (bit) + encode_lps_simple(0x8000 + (a>>1)); + else + encode_mps_simple(0x8000 + (a>>1)); +} + +inline int +ZPCodec::decoder(void) +{ + return decode_sub_simple(0, 0x8000 + (a>>1)); +} + +inline void +ZPCodec::IWencoder(const bool bit) +{ + const int z = 0x8000 + ((a+a+a) >> 3); + if (bit) + { + encode_lps_simple(z); + }else + { + encode_mps_simple(z); + } +} + +// ------------ ADDITIONAL DOCUMENTATION + +/** @name ZPCodec Examples + + Binary adaptive coders are efficient and very flexible. Unfortunate + intellectual property issues however have limited their popularity. As a + consequence, few programmers have a direct experience of using such a + coding device. The few examples provided in this section demonstrate how + we think the ZP-Coder should be used. + + {\bf Encoding Multivalued Symbols} --- + Since the ZP-Coder is a strictly binary coder, every message must be + reduced to a sequence of bits (#0#s or #1#s). It is often convenient to + consider that a message is a sequence of symbols taking more than two + values. For instance, a character string may be a sequence of bytes, and + each byte can take 256 values. Each byte of course is composed of eight + bits that we can encode in sequence. The real issue however consists of + deciding how we will use context variables in order to let the ZP-Coder + learn the probability distribution of the byte values. + + The most significant bit #b0# decides whether the byte is in range 0..127 + or in range 128..255. We let the ZP-Coder learn how to predict this bit + by allocating one context variable for it. The second most significant + byte #b1# has two distinct meanings depending of bit #b0#. If bit #b0# is + #0#, bit #b1# decides whether the byte is in range 0..63 or 64..127. If + bit #b0# is #1#, bit #b1# decides whether the byte is in range 128..191 or + 192..255. The prediction for bit #b1# must therefore depend on the value + of #b0#. This is why we will allocate two context variables for this bit. + If bit #b0# is #0#, we will use the first variable; if bit #b0# is #1#, we + will use the second variable. The next bit #b2# has four meanings and + therefore we will use four context variables, etc. This analysis leads to + a total of #1+2+4+...+128# = #255# context variables for encoding one + byte. This encoding procedure can be understood as a binary decision + tree with a dedicated context variable for predicting each decision. + \begin{verbatim} + [>=128]----n---[>=64?]----n----[>31?] ... + \ `---y----[>95?] ... + \ + `--y---[>=192?]----n---[>=160?] ... + `---y---[>=224?] ... + \end{verbatim} + The following decoding function illustrates a very compact way to + implement such a decision tree. Argument #ctx# points to an array of 255 + #BitContext# variables. Macro #REPEAT8# is a shorthand notation for eight + repetitions of its argument. + \begin{verbatim} + int decode_8_bits(ZPCodec &zp, BitContext *ctx ) + { + int n = 1; + REPEAT8( { n = (n<<1) | (zp.decoder(ctx[n-1])); } ); + return n & 0xff; + } + \end{verbatim} + The binary representation of variable #n# is always composed of a #1# + followed by whichever bits have been decoded so far. This extra bit #1# in + fact is a nice trick to flatten out the tree structure and directly + address the array of context variables. Bit #b0# is decoded using the + first context variable since #n# is initially #1#. Bit #b1# is decoded + using one of the next two variables in the array, since #n# is either #2# + (#10# in binary) or #3# (#11# in binary). Bit #b2# will be decoded using + one of the next four variables, since #n# ranges from #4# (#100# in + binary) to #7# (#111# in binary). The final result is given by removing + the extra #1# in variable #n#. + + The corresponding encoding function is almost as compact. Argument #ctx# + again is an array of 255 #BitContext# variables. Each bit of byte #x# is + encoded and shifted into variable #n# as in the decoding function. + Variable #x# in fact contains the bits to be encoded. Variable #n# + contains a #1# followed by the already encoded bits. + \begin{verbatim} + void encode_8_bits(ZPCodec &zp, int x, BitContext *ctx ) + { + int n = 1; + REPEAT8( { int b=((x&0x80)?1:0); x=(x<<1); + zp.encoder(b,ctx[n-1]); n=(n<<1)|(b); } ); + } + \end{verbatim} + The ZP-Coder automatically adjusts the content of the context variables + while coding (recall the context variable argument is passed to functions + #encoder# and #decoder# by reference). The whole array of 255 context + variables can be understood as a "byte context variable". The estimated + probability of each byte value is indeed the product of the estimated + probabilities of the eight binary decisions that lead to that value in the + decision tree. All these probabilities are adapted by the underlying + adaptation algorithm of the ZP-Coder. + + {\bf Application} --- + We consider now a simple applications consisting of encoding the + horizontal and vertical coordinates of a cloud of points. Each coordinate + requires one byte. The following function illustrates a possible + implementation: + \begin{verbatim} + void encode_points(const char *filename, int n, int *x, int *y) + { + StdioByteStream bs(filename, "wb"); + bs.write32(n); // Write number of points. + ZPCodec zp(bs, 1); // Construct encoder and context vars. + BitContext ctxX[255], ctxY[255]; + memset(ctxX, 0, sizeof(ctxX)); + memset(ctxY, 0, sizeof(ctxY)); + for (int i=0; i<n; i++) { // Encode coordinates. + encode_8_bits(zp, x[i], ctxX); + encode_8_bits(zp, y[i], ctxY); + } + } + \end{verbatim} + The decoding function is very similar to the encoding function: + \begin{verbatim} + int decode_points(const char *filename, int *x, int *y) + { + StdioByteStream bs(filename,"rb"); + int n = bs.read32(); // Read number of points. + ZPCodec zp(bs, 0); // Construct decoder and context vars. + BitContext ctxX[255], ctxY[255]; + memset(ctxX, 0, sizeof(ctxX)); + memset(ctxY, 0, sizeof(ctxY)); + for (int i=0; i<n; i++) { // Decode coordinates. + x[i] = decode_8_bits(zp, ctxX); + y[i] = decode_8_bits(zp, ctxY); + } + return n; // Return number of points. + } + \end{verbatim} + The ZP-Coder automatically estimates the probability distributions of both + the horizontal and vertical coordinates. These estimates are used to + efficiently encode the point coordinates. This particular implementation + is a good option if we assume that the order of the points is significant + and that successive points are independent. It would be much smarter + otherwise to sort the points and encode relative displacements between + successive points. + + + {\bf Huffman Coding Tricks} --- + Programmers with experience in Huffman codes can see the similarity in the + ZP-Coder. Huffman codes also organize the symbol values as a decision + tree. The tree is balanced in such a way that each decision is as + unpredictable as possible (i.e. both branches must be equally probable). + This is very close to the ZP-Coder technique described above. Since we + allocate one context variable for each decision, our tree need not be + balanced: the context variable will track the decision statistics and the + ZP-Coder will compensate optimally. + + There are good reasons however to avoid unbalanced trees with the ZP-Coder. + Frequent symbol values may be located quite deep in a poorly balanced + tree. This increases the average number of message bits (the number of + decisions) required to code a symbol. The ZP-Coder will be called more + often, making the coding program slower. Furthermore, each message + bit is encoded using an estimated distribution. All these useless message + bits mean that the ZP-Coder has more distributions to adapt. This + extra adaptation work will probably increase the file size. + + Huffman codes are very fast when the tree structure is fixed beforehand. + Such {\em static Huffman codes} are unfortunately not very efficient + because the tree never matches the actual data distribution. This is why + such programs almost always define a data dependent tree structure. This + structure must then be encoded in the file since the decoder must know it + before decoding the symbols. Static Huffman codes however become very + efficient when decisions are encoded with the ZP-Coder. The tree + structure represents a priori knowledge about the distribution of the + symbol values. Small data discrepancies will be addressed transparently + by the ZP-Coder. + + + {\bf Encoding Numbers} --- + This technique is illustrated with the following number encoding example. + The multivalued technique described above is not practical with large + numbers because the decision tree has too many nodes and requires too many + context variables. This problem can be solved by using a priori knowledge + about the probability distribution of our numbers. + + Assume for instance that the distribution is symmetrical and that small + numbers are much more probable than large numbers. We will first group + our numbers into several sets. Each number is coded by first coding which + set contains the number and then coding a position within the set. Each + set contains #2^n# numbers that we consider roughly equiprobable. Since + the most probable values occur much more often, we want to model their + probability more precisely. Therefore we use small sets for the most + probable values and large sets for the least probable values, as + demonstrated below. + \begin{verbatim} + A---------------- {0} (size=1) + `------B---C---- {1} or {-1} (size=1) + \ `--- {2,3} or {-2,-3} (size=2) + D------ {4...131} or {-4...-131} (size=128) + `----- {132...32899} or {-132...-32899} (size=32768) + \end{verbatim} + We then organize a decision tree for coding the set identifier. This + decision tree is balanced using whatever a priori knowledge we have about + the probability distribution of the number values, just like a static + Huffman tree. Each decision (except the sign decision) is then coded + using a dedicated context variable. + \begin{verbatim} + if (! zp.decoder(ctx_A)) { // decision A + return 0; + } else { + if (! zp.decoder(ctx_B)) { // + decision B + if (! zp.decoder(ctx_C)) { // ++ decision C + if (! zp.decoder()) // +++ sign decision + return +1; + else + return -1; + } else { + if (! zp.decoder()) // +++ sign decision + return + 2 + zp.decoder(); + else + return - 2 - zp.decoder(); + } + } else { + if (! zp.decoder(ctx_D)) { // ++ decision D + if (! zp.decoder()) // +++ sign decision + return + 4 + decode_7_bits(zp); + else + return - 4 - decode_7_bits(zp); + } else { + if (! zp.decoder()) // +++ sign decision + return + 132 + decode_15_bits(zp); + else + return - 132 - decode_15_bits(zp); + } + } + } + \end{verbatim} + Note that the call #zp.decoder()# for coding the sign decision does not use + a context variable. This is a "pass-thru" variant of \Ref{decoder} which + bypasses the ZP-Coder and just reads a bit from the code sequence. There + is a corresponding "pass-thru" version of \Ref{encoder} for encoding such + bits. Similarly, functions #decode_7_bits# and #decode_15_bits# do not + take an array of context variables because, unlike function #decode_8_bits# + listed above, they are based on the pass-thru decoder instead of the + regular decoder. + + The ZP-Coder will not learn the probabilities of the numbers within a set + since no context variables have been allocated for that purpose. This + could be improved by allocating additional context variables for encoding + the position within the smaller sets and using the regular decoding + functions instead of the pass-thru variants. Only experimentation can tell + what works best for your particular encoding problem. + + + {\bf Understanding Adaptation} --- + We have so far explained that the ZP-Coder adaptation algorithm is able to + quickly estimate of the probability distribution of the message bits coded + using a particular context variable. It is also able to track slow + variations when the actual probabilities change while coding. + + Let us consider the ``cloud of points'' application presented above. + Suppose that we first code points located towards the left side and then + slowly move towards points located on the right side. The ZP-Coder will + first estimate that the X coordinates are rather on the left side. This + estimation will be progressively revised after seeing more points on the + right side. Such an ordering of the points obviously violates the point + independence assumption on which our code is based. Despite our inexact + assumptions, the tracking mechanism allows for better prediction of the X + coordinates and therefore better compression. + + However, this is not a perfect solution. The ZP-Coder tracks the changes + because every point seems to be a little bit more on the right side than + suggested by the previous points. The ZP-Coder coding algorithm is always + slightly misadjusted and we always lose a little on possible compression + ratio. This is not much of a problem when the probabilities drift slowly. + On the other hand, this can be very significant if the probabilities change + drastically. + + Adaptation is always associated with a small loss of efficiency. The + ZP-Coder updates the probability model whenever it suspects, {\em after + coding}, that the current settings were not optimal. The model will be + better next time, but a slight loss in compression has occurred. The + design of ZP-Coder of course minimizes this effect as much as possible. + Yet you will pay a price if you ask too much to the adaptation algorithm. + If you have millions of context variables, it will be difficult to train + them all. If the probability distributions change drastically while + coding, it will be difficult to track the changes fast enough. + + Adaptation on the other hand is a great simplification. A good data + compression program must (a) represent the data in order to make its + predictability apparent, and (b) perform the predictions and generate the + code bits. The ZP-Coder is an efficient and effortless solution for + implementing task (b). + + + {\bf Practical Debugging Tricks} --- + Sometimes you write an encoding program and a decoding program. + Unfortunately there is a bug: the decoding program decodes half the file + and then just outputs garbage. There is a simple way to locate the + problem. In the encoding program, after each call to #encoder#, print the + encoded bit and the value of the context variable. In the decoding + program, after each call to #decoder#, print the decoded bit and the value + of the context variable. Both program should print exactly the same thing. + When you find the difference, you find the bug. + + @memo Suggestions for efficiently using the ZP-Coder. */ +//@} + +// ------------ THE END + +#ifdef HAVE_NAMESPACES +} +# ifndef NOT_USING_DJVU_NAMESPACE +using namespace DJVU; +# endif +#endif +#endif + + |