Tighter Video Compression With Wavelets 156
RickMuller writes: "There is a Caltech Press Release here that talks about a new 3D video compression algorithm by Caltech's Peter Schroeder and Bell Labs' Wim Sweldens that they claim is 12 times smaller than MPEG4 and 6 times smaller than the previously best published algorithm. The algorithm uses wavelets for the data compression.
Potential applications in real estate (digital walk-throughs of houses) are cited in the article. Anyone figure out a way to wire this stuff up to Q3 Arena yet? The results were presented in a talk at SIGGRAPH 2000 in New Orleans."
this is for 3D not 2D (Score:2)
-Spazimodo
Fsck the millennium, we want it now.
Oh Oh (Score:1)
It is probably safe to assume that the MPAA will somehow try to stop this.
So how long 'till we take advantage of it? (Score:1)
[new algorithm] is 12 times smaller than MPEG4 and 6 times smaller than the previously best published algorithm
In other words we could already do twice better than MPEG4. This would be very significant for downloads, yet I don't see videos twice as compressed as MPEG4 on the net...do you? Somehow I think it will be a long time until this is put into standards and implemented. Sad.
Re:this is for 3D not 2D (Score:2)
-cpd
This is still impressive (Score:1)
Pretty nifty... (Score:3)
...but will it allow wireframe/noclip mode, so I can track the plumbing, electrical, and network connections through the walls?
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Patents? (Score:2)
What's the patent issue in this case?
hooray for piracy (Score:3)
hooray!
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Definition? (Score:1)
How long (Score:1)
Re:Hmm. (Score:2)
Wavelet compression (Score:2)
Re:Imagine.. (Score:1)
"My kitchen cluster is comprised of 7 dual-processor GHz 21464 Alpha devices: my toaster, microwave, icemaker, blender, coffee maker, dishwasher, and Mr. Popeil GigaRotisserie! And that's not counting the 16-way NUMA fridge!!!"
Gotta love those $500 electric bills...
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Commercial Parts Exist (Score:1)
SuperID
3d, not 2d. (Score:1)
Obfuscated video algorithm contest? (Score:3)
That's great that the algorithm is smaller, but what we really want is smaller data
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Interested in the Colorado Lottery?
what does mpeg4 have to do with anything? (Score:1)
Compression research will not fade... (Score:1)
With what you've got right now, you're going to want to do more and more. With each boost of bandwidth, you're going to want to do more. Even with xDSL and Cable, raw, uncompressed video would choke all but the fattest of those pipes. And if you could do that, I'm pretty sure you'd want to do something else at the same time or someone else would.
No, so long as we keep wanting more out of what we've got, we're going to come up with clever ways of reducing the amount of info that we need to carry across from one point to another.
Re:Wavelet compression (Score:1)
[] No standard, just a few people playing with things, so they never introduced a product.
[] More obscure than 'typical' compression, more effort and background is required to implement it.
[] Cowboy Neal (not really, this was just starting to look like a poll)
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what this really means (Score:5)
What it's going to do is make 3D worlds smaller to download.
It's not the compression technique that will allow you to view in complete 3D the inside of a house, but the fact that you can record a 3D model of a house and still have it small enough to download.
The biggest improvent would probably be for VRML type technologies. And it's not going to make quake faster, but it could possibly let someone on a 28.8 use a customized skin that can be quickly sent to all other computers. Most people download quake worlds before they start playing rather than on the fly. -Kashent
Re:Hmm. (Score:1)
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Careful (Score:4)
Rendering Speed/Quality (Score:1)
Re:This is still impressive (Score:1)
-c
jpeg 2k anyone? (Score:2)
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Re:This is still impressive (Score:1)
Better than MPEG4? Huh? (Score:4)
I say limited, because you still need to draw those polygons. However, one nice feature of wavelets (at least for images) is that you can easily extract just enough data for displaying at a particular resolution. If that property holds for polygon meshes, then you should be able to draw only as many polygons as are useful for your display resolution.
Built In Compression (Score:1)
Um.. (Score:1)
Re:This is still impressive (Score:2)
Compression will be essential, since it will be one of the only things helping the backbone keep from choking. People can either download a 40-50MB version of 'Debbie does Dallas 2000" or a 300MB version (assuming, of course, that people would actually use the web for porn)... that saves a lot of bandwith. The other side of that is that people then download 5-10x the amount of content... either way, compression needs to be an intergral part of the Internet in the future.
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Is this just graphics? (Score:2)
If that is the case, then there could be some even more interesting areas of use rather than just letting people sell their homes slightly differently. Network traffic could be lightened (if the algo is fast enough), storage requirements for data warehouses lessened, etc. All interesting stuff, and far more valuable than letting me see what my house will look like if I knock a wall down.
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or... (Score:1)
Re:Careful (Score:1)
Re:Refrain from Stupidity (Score:1)
Compression is not the issue (Score:2)
Re:this is for 3D not 2D (Score:1)
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"take the red pill and you stay in wonderland and I'll show you how deep the rabitt hole goes"
Already a better algorithm (Score:5)
I have included a sample of the technology compressing "The Matrix" below:
1
As well as Quake 3 demo:
0
Note: Also decreases viewing time, increasing the ability of the user to consume more media.
Can't say much for sound.. (Score:1)
An attempt at humor... (Score:1)
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Re:or... (Score:1)
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Re:Hmm. (Score:1)
No... (Score:1)
The article states "their technique for geometry compression is 12 times more efficient than the method standardized in MPEG4."
The critical sentence is: "THE method standardized in MPEG4." Therefore, I take it to mean a method for geometry compression was standardized in MPEG4. You do realize MPEG4 covers more than just 2D video, right?
-thomas
Re:this is for 3D not 2D (Score:2)
3D compression (Score:1)
think about what the army could do with this tech (this is related to that [slashdot.org]...)
The real reason is... (Score:2)
Re:Obfuscated video algorithm contest? (Score:1)
#!/bin/sh
cat $1 >
elegant, isn't it? The algorithm is small, and the compressed data is so tiny, even your OS can't find it!
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Re:Patents? (Score:1)
That's like saying, "I was under the impression that most lossy compression algorithms are patented." Just because their are patented algorithms based on wavelet compression, does not mean all algorithms that use wavelet compression techniques are patented.
All squares are rectangles, but not all rectangles are squares.
-thomas
Good point. (Score:1)
Re:The real reason is... (Score:1)
[] Need specialized hardware...
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what video compression? (Score:2)
This is like finding a better way for the Quake client and server to talk to each other, not a better way to stream The Matrix to your monitor.
Re:Is this just graphics? (Score:2)
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Re:Already a better algorithm (Score:2)
0
I'm sorry... I just ran the Quake 3 demo through my Perl interpreter, and it's telling me it doesn't exist. What next?
-thomas
Re:This is still impressive (Score:1)
Re:Wavelet compression (Score:1)
Re:So how long 'till we take advantage of it? (Score:1)
As one poster jokingly stated the Matrix could be stored in a single bit, '1', for instance albeit with some loss in signal quality. An algorithm won't become popular based only on its ability to reduce data, nor will it become popular only based on its fidelity (otherwise we'd be sharing 30 frame per second raw digital data)
Re:this is for 3D not 2D (Score:3)
Nope. 3d data is already smaller than 2d data. You have a set of textures (already present in a 2d movie, except that you don't tend to save space by knowing where/how they're tiled) and a set of meshes. Everything is included ONCE and then re-used later when it's needed without having to redownload if you're streaming.
For instance, if you look at the content stuff that comes with a 3d package (probably not a good example) you have ~500k of files which are used to create animations which, even when compressed (albeit with shitty indeo compression) take up over a megabyte.
Finally, if you took a look at the objects, motion files, and textures for toy story and then compared that to what a full-resolution MPEG 4 movie of the entire feature would be like, I think you'd come to the conclusion that the 3d data is more space-efficient than the 3d data. Of course, you have to walk the line between processing time needed to render on the remote end, and amount of data you're going to send.
So really, I can't see what they've actually accomplished here, and it's definitely apples and oranges to compare anything for 3d data with a 2d video standard. Perhaps they are misusing the term three-dimensional.
On a side note, a coworker says it would be possible to send vertex coloring data which you've prerendered, and then have the user's system do all the easy rendering tasks, overlaying the vertex coloring. This would let you have good dynamic lighting effects (Radiosity, anyone?) and still be able to keep the bandwidth low. If anyone does this after reading this post, you owe me two copies of the server and the content creation software :)
MPEG 4 and 3D (Score:3)
Re:The real reason is... (Score:1)
And the wavelet transform is o(n) since Mallat's filter bank algorithms. Speed is never a problem with wavelet processing.
Wavelets? (Score:2)
Mike Roberto
- GAIM: MicroBerto
Re:Already a better algorithm (Score:1)
Re:Wavelet compression (Score:1)
> things, so they never introduced a product.
Currently changing. JPEG 2000 is based on wavelets.
> [] More obscure than 'typical' compression, more
> effort and background is required to implement
> it
No. Maths and algoritms are quite simple in the wavelet theory.
The real reason people don't hear much about it is that people in general don't hear much about what is really going on in day-to-day technology. Wavelets are everywhere, in thousands of application, for dedicated tasks. Jpeg 2000 is one of the very first application that can attract some attention by the media. This work might be another.
The use of this is obvious. (Score:3)
Wavelet theory is old, but you are wrong. (Score:1)
Wavelet theory in mathematics is relatively (in computer terms) old, but it nothing like a 'technology.' The thoery of wavelets has been used in almost all image compression to date, most notably the JPEG and MPEG formats.
What Schroeder and Sweldens have done is develop a method for generating wavelets which better compresses geometrical data. This is news, and you most certainly did not evaluate a product using this algorithm at your last job.
Re:video != 3D rendering (Score:1)
Stereo pairs and MPEG (Score:2)
<O
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XGNOME vs. KDE: the game! [8m.com]
Re:Rendering Speed/Quality (Score:1)
The most interesting feature of this technology to me is the fact that it can be used to filter out the noise in 3D scanned objects.And it can also be used to simplify models - low poly versions of distant objects.
While this is not new, I think that most of those routines are based on NURBS (and other spline-based) technology. And with this new algoritm it can be used for polygon-based objects. Or provide a better way to convert polygon objects to spline-based objects without losing too much details.
When modeling some highly-detailed objects, I've often wished for a good polygon-reducer - maybe this is it?(that would mean that you have to thank me - hey, I wished it)
Re:Is this just graphics? (Score:1)
Re:Is this just graphics? (Score:1)
Only for lossless compression. JPEG, for example, uses lossy compression - when you compress a bitmap to a JPEG, you lose some of the information, and you can't get that information back. Colors are blended together, edges are less defined, etc. It looks almost as good as the original, though. The problem is, for text and data, you must have lossless compression. Opharwize yuo migt winb up wiht txet zhat loucs leqe tjis!
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Re:Wavelet compression (OT: NeXTTIME) (Score:1)
Its funny to watch year old computers struggle to pull that off consistantly.
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Solaris/FreeBSD/Openstep/NeXTSTEP/Linux/ultrix/OS
Re:Already a better algorithm (Score:4)
If Napster's damage can be measured in the trillions in a lawsuit, just imagine what you've opened yourself up to.
"Exadollars, and soon, petadollars. One thousand billion trillion dollars. How many lawsuits per second can your software handle?" with apologies to IBM [adcritic.com]
please forgive duplication if it occurs, I'm having trouble getting through
Compression is MORE important (Score:1)
Instead, expectations seem to rise at a rate that is a multiple (>1) of the actual performance increases. Back in the day, people wanted to download, say, a clone of the Breakout arcade game (for DOS) quickly. Today, the same people want to download the Slackware Linux distro quickly. Is compression less important now?
Furthermore, the increasingly wide availability of decent bandwidth at work, at home, or wherever you have your gd cellphone, again, pushes those expectations further.
Another /. article today discuss getting /. wirelessly. Is there any doubt that soon we'll expect to watch a trailer for Star Wars on our cellphone/palm pilot before we order tickets on the same device? That ain't gonna happen without compression a little bit better than we have now.
Re:Can't say much for sound.. (Score:1)
How sub-band (wavelet) compression works (Score:2)
<O
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XGNOME vs. KDE: the game! [8m.com]
Should be able to be used for video. (Score:3)
Full motion video over phone lines -- coming soon. (Score:5)
I just finished writing a proposal to NASA for some instruments on the Solar Probe [nasa.gov] spacecraft. That's a pretty telemetry-constrained mission. We tested a proprietary wavelet-compression algorithm at 50:1 on 14-bit images (yes, that's about a quarter-bit per pixel) and even at that level it's very hard to tell the difference between compressed and uncompressed images with the naked eye. (The algorithm seems to work by quantizing the sizes of features in the image).
At that level of compression, a 30Hz stream of 6bit-per-channel 640x480 images would only require just over 3Mbps of bandwidth -- and that's without taking any advantage of the relationship between frames. It's easy to believe that another factor of 50 could come out of a combination of more aggressive compression and either diferential encoding or 3-D wavelets. We could end up with full-motion, full-rate video being squirted through 60kbps connections.
Stereo pairs and MPEG (Score:2)
(this reply will suck; slash has been eating my replies)
MPEG compresses motion by taking 16x16 pixel blocks from the previous frame and storing the (small) difference. Perhaps this same technique could be used to store the differences between the left and right eyes.
<O
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XGNOME vs. KDE: the game! [8m.com]
MODERATE THIS UP (Score:2)
Wavelet compression explained by an expert (Score:5)
In most natural or real-world data (i.e. images, geometry data, etc.) the information at a given point in the data is very highly dependent on the data at nearby points. Thus, there is a certain amount of redundancy in the data, and this redundancy is spatially localized. The concept in transform coding is to apply some transformation (either linear or nonlinear; the wavelet transform and Fourier transforms are linear) to this data to reduce the statistical redundancy.
Even after applying the transform, you haven't saved anything in terms of the space required to store the data; all you've done is change the basis used to represent the data. Now you take the transformed data and place it into a bunch of bins, each of which is identified with an integer. At this stage, called quantization, you are modifying the information present, because the best accuracy with which you can recover the data is given by the width of the bins. At this stage, you take the sequence of integers and apply a lossless coding scheme to it to reduce the number of bits required to represent the stream of integers. The compression happens at this stage. Wavelets do a better job than blocked discrete Cosing transform (used in JPEG) at reducing the statistical redundancy of the input data; thus wavelet-based image compression compresses more efficiently than JPEG.
What Schroeder and Sweldens have done is taken an a very general, widely applicable method for constructing wavelet transforms (known as the lifting scheme, invented by Sweldens) and adapted it for representing mesh nodes and connectivity information, i.e. geometry (which incidentally could just as easily be higher dimensional data). Thus they have a wavelet transform for geometry. They achieve compression by using the EZW coding scheme, developed for coding wavelet coefficients of images and used in the JPEG2000 standard, and applying it to their geometry wavelets.
It should be very nice for low-bitrate storage and transmission of geometry, as well as successive-refinement transmission (i.e. the 3-d data gets better and better looking as more bits arrive).
Re:this is for 3D not 2D (Score:2)
I think what you're saying here is that *motion* 3d is smaller than 2d video. True enough, assuming the motion 3d is done in an intelligent fashion. However, a 3d geometry snapshot of a scene has more information than a 2d image of the scene. The 3d snapshot has to store 2d textures for *all* the surfaces, plus vertex information.
So really, I can't see what they've actually accomplished here, and it's definitely apples and oranges to compare anything for 3d data with a 2d video standard. Perhaps they are misusing the term three-dimensional.
As I understand things, they have come up with a new method to compress the vertex information in a 3d wireframe. I do not know whether their research has taken the next logical step of compressing a wireframe as it moves through time (an algorithm could be developed which exploits redundancy between frames).
Also it is not "apples and oranges" to compare this to MPEG4, as MPEG4 does contain a standard for compressing 3d geometry information. It's not just a simple 2D video standard.
Re:Full motion video over phone lines -- coming so (Score:2)
I agree that 60kbps full-motion high-quality video is probably possible. Using 3-D wavelets would build in some lag time (like 128 frames or so, depending on the basis) so it wouldn't ever be "live" (but heck, what's 4 seconds?)
Re:Better than MPEG4? Huh? (Score:2)
Ahh... (Score:2)
(Moving out of the way to avoid the stampede of people rushing to patent the process of applying 2D algorithms to 3D)
Re:Wavelet compression explained by an expert (Score:2)
Not the "lifting scheme", popularized by Microsoft when "lifting" their GUI from Apple as well as 99.99% percent of their other "innovative" technologies?
Re:Wavelet compression explained by an expert (Score:2)
The benefit is that now you can quantize them, and use far more agressive quantization on the "fine" details because our eyes are far less sensitive to them. Then comes the actual compression - and that's probably the part that has most patents, and some very clever algorithms.
I doubt the idea of the wavelet transform itself has any patents - it was developed by French matematicians (I believe), not some corporate slave with pen in one hand and the phone (to call the patent office) in the other...
The difference is meaningless (Score:3)
But the FFT has a much better constant, and so is generally faster on real-world data sets.
The real win with wavelets isn't speed, it is the match to the real world data. A sharp boundary in the FFT has to have a "long tail" in the coefficients, causing Fourier transforms to suffer from things like the Gibbs effect. Wavelets allow you to make a deliberate tradeoff between smoothness and sharp boundaries. So more information is in fewer coefficients.
BTW a lot of the better wavelet algorithms (eg wavelet packets) are no longer O(n). Why not? Because they allow you to dynamically choose the best representation out of a family of representations. That extra freedom requires processing time...
Cheers,
Ben
Too many choices... (Score:3)
This makes standardization harder. There are a lot of tradeoffs. Do we go with the one that works better on smooth data? Or on boundaries? The one which is symmetric so that the errors it produces tend to be harder for the human ear to pick up? Or the one which is orthogonal, giving it a ton of nice mathematical properties? Shall we have a simple wavelet transform? Or a dynamic wavelet packet transform? Do we work from the most significant bit of data to the least? Do we try to order the data in some way? (The first allows for bandwidth to determine the compression level chosen, the second is key for streaming output.)
The basic idea of a wavelet is very flexible. So you get a lot of choices, none of which is obviously better than the others. This makes it hard to decide which should be made a standard...
Cheers,
Ben
Re:what this really means (Score:2)
Wavelets are not lossy! (Score:2)
It is useless on things like text where from point to point things jump around. Feeding a sentence of English into a wavelet transform would be silly.
Now what does this transform give you? Three things. First of all you now have your significant information in a small number of terms that can be easily analyzed. (Think speech recognition.) Secondly you now know that the majority of your data consists of numbers close to zero, which is something we know how to say efficiently. And thirdly we know what the least significant information is (all those little terms) and we can just chop it out for a lossy algorithm.
So wavelets are useful for data processing (visual and auditory recognition, etc), lossless compression, and lossy compression of visual, audio, and other similar data. It is particularly valuable with data that has a mix of boundaries and smooth regions. (Fourier transforms are good on smooth regions only.)
Cheers,
Ben
No need to be lossy there... (Score:2)
This allows wavelets to be used for efficient lossless compression (compress the small terms using their predictability) as well as decent lossy term (ah heck, throw away small terms).
Cheers,
Ben
From research results to actual usage (Score:2)
This usually takes several years, not to mention the problems with patents.
Re:Should be able to be used for video. (Score:2)
But the whole subject is like that (Score:2)
I saw him give a talk on it a few years ago. One of the coolest visual effects that I have ever seen was a picture of a ballroom with a metal ball in the middle. He laid down a wavelet transform on the ball, and another on everything else. He strengthened the detail on the ball, and weakened it everywhere else. The room faded to a blur, while the ball was in some sort of super-focus. And the blur did not look like a smudge like you sometimes see, it looked exactly like things look when they are out of focus.
As for the data ordering, let me give you the issue in a simple form. When all is said and done a picture takes a certain amount of data. But data is not created equal. Some pieces (eg the most significant bit of the number for the average color of the whole picture) say more about the picture as a whole than others (eg the least significant bit distinguishing one dot from another).
Mathematically you can calculate the energy of each piece of information. Now wouldn't it be nice to send the information ordered from the most significant to the least significant bit? Then once the receiver has an acceptable picture they can just cut the transmission short.
OTOH now stop and think about this in context of a song. The basic tune at the end of the song is going to come through before the first word is clear! Streaming media really needs information sent in an order that is time-sensitive. Sure, some information can be sent ahead, but ideally you want to be able to have a fairly small buffer of stuff sent ahead, and be receiving the details in order of execution.
Cheers,
Ben
www.sweeet.com (Score:2)
<O
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XGNOME vs. KDE: the game! [8m.com]
Re:what video compression? (Score:2)
MPEG4, though, has a whole collection of stuff in it besides video compression. There's a VRML-like 3D system. There's a 2D compositing and interaction system, sort of like Macromedia Flash. There's audio compression. There's a way to send MIDI data. There's an extension for Java content. There's even a scheme for encoding data for a text-to-speech converter with character lip sync. Most of these fancy features are unused, seldom implemented, and probably shouldn't have been there at all. But they're in the spec.
Re:You are amazing... (Score:2)
Re:Should be able to be used for video. (Score:2)
Re:Sorry I used such strong words... (Score:2)
2) You've got me on the yield problems. However, Intel has rarely had yield problems, and if AMD can take it, I'm pretty sure Intel will make it.
3) AMD cannot migrate down the Mustang since it is the same exact (K7) core with more cache. Source: Sharky Extreme (www.sharkyextreme.com) AMD/VIA roadmap, 6th page.
4) Willamette actually will be targeted at mainstream systems. Check www.zdnet.com for several articles. Additionally they are supporting PC133 SDRAM for these lower-end systems. Lastly, <a href="http://www.maximumpc.com/content/2000/05/08
Now what were you saying about not being totally sure?
Re:Ok, 3/4's of bullshit then :p (Score:2)
Read the FAQ carefully. The thing is simply an Athlon with
As for Willamette and the MaximumPC artice, it is quite accurate. You can find similar articles on ZDnet, and yes, Intel HAS been quoted as saying it is aimed at the high end, but it HAS done focus shifts before. In fact, the article in the latest MaximumPC even mentions that quote, but says they may aim it at the lower to middle end to compete with Athlon. Ans since Willamette itself won't really come out in volume till very late this year, the SDRAM chipset isn't very far off. In fact, it is very reminiscent of the whole PII, where Intel aimed PII at more mainstream applications quite quickly.
Re:Ok, 3/4's of bullshit then :p (Score:2)
Re:What exactly do you understand under changes? (Score:2)
"
Q6:Does the new version of the AMD Athlon processor use a 0.18 micron manufacturing process?
A6:Yes. All of the AMD Athlon processor wafer starts are now on 0.18 micron process technology. The die size of the new
AMD Athlon processor is 120mm square
"
The other quote, from the same FAQ is this
"
A15:
"Mustang"
Enhanced version of AMD Athlon processor with reduced core size, lower power requirements, and up to 1MB of on-chip,
performance-enhancing L2 cache memory. Manufactured on a 0.18 micron copper process technology. Multiple
derivatives of the Mustang core are planned to address the requirements of the high-performance server/workstation,
value/performance desktop and mobile mark"
If you carefully read past the marketing speak, you'll notice this. Both the current Athlon (Thunderbird) and the next Athlon Ultra (Mustang) are based on the same
PS> It isn't possible to change the process without changing the layout, but steppings almost never result in performance increases, just better yeilds. Case in point. A