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Carnegie-Mellon University database performance

v1.1.0 v1.0.0 v0.8.0
Compressed size 67.06 MB 67.02 MB 67.02 MB
Compression ratio 21.31 : 1 21.33 : 1 21.33 : 1
Compression time 35m 19.96s 37m 47.76s 36m 27.22s
Compression speed 690.43 KB/sec 645.43 KB/sec 669.20 KB/sec
Max error 0.0725 cm 0.0725 cm 0.0703 cm
Error 99th percentile 0.0090 cm 0.0090 cm 0.0090 cm
Samples below error threshold 99.83 % 99.83 % 99.83 %

Data and method used

To compile the statistics, the animation database from Carnegie-Mellon University is used. The raw animation clips in FBX form can be found on the Unity asset store here. They were converted to the ACL file format using the fbx2acl script. Data available upon request, it is far too large for GitHub.

  • Number of clips: 2534
  • Sample rate: 24 FPS
  • Total duration: 09h 49m 37.58s
  • Raw size: 1429.38 MB (10x float32 * num bones * num samples)

ACL supports various compression methods but only the overall best variant will be tracked here (see get_default_compression_settings() for details).

The error is measured 3cm away from each bone to simulate the visual mesh skinning process as described here with the default error threshold of 0.01cm. The 99th percentile and the number of samples below the error threshold are calculated by measuring the error on every bone at every sample.

The performance of ACL in Unreal Engine 4 is tracked by the plugin here.

Results in images

Compression ratio VS max error per clip

Compression ratio by clip duration Compression ratio by clip duration (shortest 100) Compression ratio distribution Compression ratio distribution (bottom 10%) Compression ratio histogram

Max error by clip duration Max error distribution Max error per clip histogram

Distribution of the error for every bone at every key frame Distribution of the error for every bone at every key frame (top 10%)

Distribution of clip durations