Python half precision floating point

I’ve been working with python for a while to create some addons for Blender which allowing me to import and export various formats that aren’t supported by default. One of these file formats I’ve been working with compresses the vertices/uv/tangent/normal data to reduce the space used. This data is usually stored as 32bit floating point values but in this case it is reduced to 16bit floating point or Half Precision floating point. Halfing the final size of this data. I had a hard time recreating this with python, I’d never used python before starting using Blender so my understanding was still fairly new and most examples online I failed to understand or struggled to implement. Finally I cobbled together something that works from different examples online and got the results I wanted. Like most things on my site I felt the need to share this with anyone else who may be trying a similar thing. Here is my class in python

class Float16Compressor:
    	def __init__(self):
    		self.temp = 0
    		
    	def compress(self,float32):
    		F16_EXPONENT_BITS = 0x1F
    		F16_EXPONENT_SHIFT = 10
    		F16_EXPONENT_BIAS = 15
    		F16_MANTISSA_BITS = 0x3ff
    		F16_MANTISSA_SHIFT =  (23 - F16_EXPONENT_SHIFT)
    		F16_MAX_EXPONENT =  (F16_EXPONENT_BITS << F16_EXPONENT_SHIFT)
    
    		a = struct.pack('>f',float32)
    		b = binascii.hexlify(a)
    
    		f32 = int(b,16)
    		f16 = 0
    		sign = (f32 >> 16) & 0x8000
    		exponent = ((f32 >> 23) & 0xff) - 127
    		mantissa = f32 & 0x007fffff
    				
    		if exponent == 128:
    			f16 = sign | F16_MAX_EXPONENT
    			if mantissa:
    				f16 |= (mantissa & F16_MANTISSA_BITS)
    		elif exponent > 15:
    			f16 = sign | F16_MAX_EXPONENT
    		elif exponent > -15:
    			exponent += F16_EXPONENT_BIAS
    			mantissa >>= F16_MANTISSA_SHIFT
    			f16 = sign | exponent << F16_EXPONENT_SHIFT | mantissa
    		else:
    			f16 = sign
    		return f16
    		
    	def decompress(self,float16):
    		s = int((float16 >> 15) & 0x00000001)    # sign
    		e = int((float16 >> 10) & 0x0000001f)    # exponent
    		f = int(float16 & 0x000003ff)            # fraction
    
    		if e == 0:
    			if f == 0:
    				return int(s << 31)
    			else:
    				while not (f & 0x00000400):
    					f = f << 1
    					e -= 1
    				e += 1
    				f &= ~0x00000400
    				#print(s,e,f)
    		elif e == 31:
    			if f == 0:
    				return int((s << 31) | 0x7f800000)
    			else:
    				return int((s << 31) | 0x7f800000 | (f << 13))
    
    		e = e + (127 -15)
    		f = f << 13
    		return int((s << 31) | (e << 23) | f)

and here is how to use it

#read half float from file and print float
h = struct.unpack(">H",file.read(struct.calcsize(">H")))[0]
fcomp = Float16Compressor()
temp = fcomp.decompress(h)
str = struct.pack('I',temp)
f = struct.unpack('f',str)[0]
print(f)
    
#write half float to file from float
fcomp = Float16Compressor()
f16 = fcomp.compress(float32)
file.write(struct.pack(">H",f16))
    

Comments

  • avatar-hem
    # hem
    Hi can you tell me how to run this in eclipse?
  • avatar-am
    # AM
    I would like to import some 32 bit floating point images I have (raw binary data, nor special formats) into blender and then texture map my object with them. Do you know if Blender supports this? Will it “damage” (quantize to 8-bit or 16 bit resolution, or truncate) my textures? Finally I would really need to export the texture coordinates developed with blender to another processing software I have. if you have any advice, sample code, or any comment, I would really appreciate it.

Comments are currently closed