For displaying arbitrary cross-sectional views, volume segmentations are conveniently represented as 3-D arrays of uint32 or uint64 values that assign a segment ID to each voxel position within the volume.
Using a typical chunk size of 64x64x64 voxels, a single chunk of uint64 values take 2 MiB of memory, and the chunks required to cover a standard 1920x1080 pixel screen require about 1 GiB of memory; this makes it impractical to cache in CPU and GPU memory a sufficient portion of even a single segmentation, yet alone multiple segmentations as is sometimes desired.
Because these volumes representing segmentations invariably have a high degree of spatial continuity, in that there are typically only a small number of distinct segment IDs within a small local region, even basic compression methods like GZIP can easily achieve compression ratios of 50:1. While any compression method can be used to reduce the amount of data transferred over the network, methods like GZIP that do not support random access cannot be used to reduce GPU memory usage.
This directory contains the implementation of a compression format for uint32 and uint64 volumes that supports random access and can be efficiently decoded by a GLSL fragment shader as it is displayed. The format is based on a user-specified 3-D block size, and it achieves good compression if the number of distinct uint32 or uint64 values within each block is small.
Note that it can be advantageous to apply additional compression, such as gzip, on top of the compressed segmentation encoding for network transfer or persistent storage. See the compression ratio test results below.
A 3-D volume is divided into a grid of fixed-size (e.g. 8x8x8) blocks. Each block is encoded using a lookup table of the distinct values present, and the value at each position within the block is encoded with 0, 1, 2, 4, 8, 16 or 32 bits depending on the number of distinct values. The number of bits used to encode each value is fixed within each block but varies between blocks.
If the block size does not evenly divide the size of the volume, for the purpose of encoding the volume is assumed to be padded at its upper bound to be a multiple of the block size; any value that occurs within the partial block may be used as a padding value.
The compressed data consists of gx * gy * gz
64-bit block headers at the start, assuming the grid of blocks has dimensions (gx, gy, gz)
, followed by the encoded block data. The 64-bit block header for the block at grid position (x, y, z)
starts at byte offset 8 * (x + gx * (y + gy * z))
from the start of the compressed data.
Each 64-bit block header has the format:
- lookupTableOffset (24-bit little endian unsigned integer): specifies the start of the lookup table to be used for the block in 32-bit units from the start of the compressed data.
- encodedBits (8 bits): specifies the number of bits used to encode values within the block. Must be 0, 1, 2, 4, 8, 16, or 32.
- encodedValuesOffset (32-bit little endian unsigned integer): specifies the start of the encoded values for the block in 32-bit units from the start of the compressed data.
The lookup table of values for each block is encoded simply as a sequence of little-endian uint32 or uint64 values (depending on the type of the volume).
The encoded values for each block are packed into a sequence of little-endian 32-bit unsigned integers. The encoded value for a position (x, y, z)
within a block of dimensions (bx, by, bz)
is at bitOffset = encodedBits * (x + bx * (y + by * z))
, which starts at bit position bitOffset % 32
in the 32-bit unsigned integer at byte offset 4 * (encodedValuesOffset + floor(bitOffset / 32))
.
The 3-D size of the volume and the 3-D block size is not encoded, but is needed for decoding.
While the encoded values and lookup tables for each block may be ordered arbitrarily within the compressed data, a typical order is as follows:
- block headers
- encoded values for block
(0, 0, 0)
- lookup table for block
(0, 0, 0)
- encoded values for block
(1, 0, 0)
- lookup table for block
(1, 0, 0)
- etc.
It is permitted for multiple blocks to share the same lookup table, i.e. to use the same lookup table offset in multiple block headers.
A simple encoding is used to store multiple channels of compressed segmentation data (assumed to
have the same x, y, and z dimensions and compression block size) together. The number of channels,
num_channels
, is assumed to be known.
The header consists of num_channels
little-endian 32-bit unsigned integers specifying the offset,
in 32-bit units from the start of the file, at which the data for each channel begins. The channels
should be packed in order, and without any padding. The offset specified in the header for the
first channel must be equal to num_channels
.
In the special case that this format is used to encode just a single compressed segmentation
channel, the compressed segmentation data is simply prefixed with a single 1
value (encoded as a
little-endian 32-bit unsigned integer).
Tests were run to evaluate the compression ratio achievable by this compressed segmentation encoding. The additional compression achieved by layering GZIP compression (at the default compression level 6) on top of the compressed segmentation encoding was also evaluated.
The following table shows the compression ratio achieved on 64^3-voxel chunks of the Janelia FIB-25 proofread reconstruction, represented as a uint64 volume, using a compressed segmentation block size of 8^3. Results for both the original 8x8x8 nm resolution as well as successive downsamplings are shown.
Resolution (nm^3) | Compressed segmentation bytes / raw uint64 bytes | Gzipped compressed segmentation bytes / compressed segmentation bytes |
---|---|---|
8x8x8 | 0.0179 | 0.2657 |
16x16x16 | 0.0329 | 0.2839 |
32x32x32 | 0.0509 | 0.3124 |
64x64x64 | 0.0825 | 0.3127 |
128x128x128 | 0.0985 | 0.3261 |
256x256x256 | 0.0662 | 0.2957 |
512x512x512 | 0.0594 | 0.3937 |
Results on the Kasthuri et al., 2014 mouse somatosensory cortex dataset, using the same 64^3-voxel chunk size and 8^3 compressed segmentation block size:
Resolution (nm^3) | Compressed segmentation bytes / raw uint64 bytes | Gzipped compressed segmentation bytes / compressed segmentation bytes |
---|---|---|
6x6x30 | 0.0061 | 0.0563 |
12x12x30 | 0.0062 | 0.0848 |
24x24x30 | 0.0069 | 0.1248 |
48x48x60 | 0.0072 | 0.1263 |
96x96x120 | 0.0078 | 0.1236 |
192x192x240 | 0.0101 | 0.1237 |
384x384x480 | 0.0081 | 0.1330 |
For both volumes, 64^3 chunks consisting entirely of unlabeled (segment ID 0) voxels are excluded, but partially labeled chunks are included. The achieved compression ratio is likely somewhat higher due to the use of uint64 rather than uint32 representation (since this doubles the size of the raw segmentation but only slightly increases the size of the compressed segmentation).
The additional layering of gzip (for transfer or persistent storage) on top of the compressed segmentation encoding is justified by the large additional size reduction.