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Original post by alexjc
Thanks for your thoughts Emergent. My line of thinking was that there are always too many samples (60-120 Hz) reducing samples could/should be as sensible as compression. I think it is entirely fair to compare CS to other compression techniques since that's the most obvious application for games. (Even the CS literature emphasizes the efficiency of compression.)
red_tea suggested compression of terrain_maps. I guess you disagree with that application too?
Alex
So, I'm not really expert on this so maybe I'm being too opinionated... and I think my comments are based as much on how compressive sensing is sold in papers as on the actual math going on. But my gut tells me that, if you have all the data sitting in front of you, you might as well use a traditional compression algorithm -- since whereas compressive sensing is only probably good (albeit admittedly with extremely high probability); traditional algorithms are deterministically good. And it seems you should always be able to take advantage of full knowledge of the data (which compressive sensing doesn't have) to make a better algorithm.
But hey, maybe I'm misguided. Like I said, I've only skimmed a paper or two on it. If I'm wrong and you have some examples showing that it's effective as a general-purpose lossy compression scheme, I'd be curious to see them.
For now, however, I'll go with my gut. :-)