Creează un cont pentru a te abona la acest blog și a-i urmări articolele pe pagina Lectură.
-
This is mirrored from my X post.
-
My latest work in this space is here: https://github.com/richgel999/neural_block_textures This is a time stamped Prior Art release dated: September 8, 2026, which will be mirrored to various archives.
-
The GitHub release is here.
-
A neural block texture codec can be part of the Khronos KTX2 texture format.
-
Prior art disclosure: neural block texturing, a hybrid of compressed GPU textures and neural texturing.
-
Neural block texturing, bilinear sampled "colors" latent+full res GPU texture-style "selector" latent (sampled with nearest): 4 textures, 2.24 bpp/texture.
-
Neural texture block compression trained with Evolution Strategies (ES) - with C++ and CUDA code, and a public (time stamped) disclosure of Prior Art: https://github.com/richgel999/neural_tex_block_compression The neural block decoder is best thought of as
-
Neural block texture compression, single 1k image, right=compressed, with CUDA on a 5090 (~850 line .CU file), 40.78 dB in 55 secs. 4 bpp selectors + 2 bpp latent + .05 bpp MLP.
-
Neural texture block decoding, trained with Evolution Strategies (ES), 3,000 iterations.
-
The repo, released on September 4, 2026 is here: https://github.com/richgel999/neural_texture_es2 ES=Evolution Strategies.
-
This is a Prior Art disclosure mirrored from the GitHub repo here, originally created September 3, 2026: https://github.com/richgel999/neural_texture_es toy neural texture compression trained with Evolution Strategies A small, self-contained C++ experimen…
-
ETC1S is the original universal supercompression texture format supported by the open source Basis Universal library.
-
This is something I prototyped for fun in an evening, and now the idea is Prior Art: https://github.com/richgel999/neural_texture_es See GitHub commit f486380.
-
GPU texture blocks (ASTC, BC7, ETC1/2, etc.) can serve as a latent representation for a modern intra codec.
-
I posted this thread on X last night - mirroring it here: On GPU textures the block lattice is a function of UV + known block size.
-
The documentation is still coming online.
-
The Basis Universal GPU texture library v2.5 will have full .DDS file format support: 2D/cubemaps/texarrays+mips, BC1-7 and uncompressed, are usable on any GPU device/API.
-
We just added Trellis quantization to XUBC7 (supercompressed universal BC7) via AC truncation, as long as the PSNR drop is within a configurable channel-weighted PSNR window, and the PSNR doesn't fall below a lower limit.
-
I've been doing this for fun as a side project, as ASTC is still way more important.
-
The next step is integration and connecting the BC7->ASTC LDR 4x4, ETC1, etc. transcoders into place in the Basis Universal library.
-
This GPU texture supercompression method for weights (or "indices", or "selectors") uses neighboring blocks to predict the weight grid of the current block, before applying a forward 2D DCT/DST to the weights, quantizing the coefficients, and coding them.
-
“Shrek” was a launch title for the original Xbox that I worked on 25 years ago (in 2001).
-
We're feature complete.
-
I've ported Intel's ASTC compressor (in ispc_texcomp) to pure C for benchmarking and discovered this gem during the process.
-
Modern GPU texture compressors have a secret (but dangerous) superpower: prefiltering (blurring).