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  1. This is mirrored from my X post.

  2. 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.

  3. The GitHub release is here.

  4. A neural block texture codec can be part of the Khronos KTX2 texture format.

  5. Prior art disclosure: neural block texturing, a hybrid of compressed GPU textures and neural texturing.

  6. Neural block texturing example

    Neural block texturing, bilinear sampled "colors" latent+full res GPU texture-style "selector" latent (sampled with nearest): 4 textures, 2.24 bpp/texture.

  7. 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

  8. Neural block texture compression with CUDA

    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.

  9. Neural GPU block compression

    Neural texture block decoding, trained with Evolution Strategies (ES), 3,000 iterations.

  10. The repo, released on September 4, 2026 is here: https://github.com/richgel999/neural_texture_es2 ES=Evolution Strategies.

  11. 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…

  12. ETC1S is the original universal supercompression texture format supported by the open source Basis Universal library.

  13. 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.

  14. XUBC7 Low-Level Format Document

    GPU texture blocks (ASTC, BC7, ETC1/2, etc.) can serve as a latent representation for a modern intra codec.

  15. In-loop deblocking of GPU textures

    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.

  16. The documentation is still coming online.

  17. 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.

  18. XUBC7/XBC7: Trellis quantization added

    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.

  19. XBC7 planning

    I've been doing this for fun as a side project, as ASTC is still way more important.

  20. The next step is integration and connecting the BC7->ASTC LDR 4x4, ETC1, etc. transcoders into place in the Basis Universal library.

  21. 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.

  22. "Shrek" Xbox

    “Shrek” was a launch title for the original Xbox that I worked on 25 years ago (in 2001).

  23. We're feature complete.

  24. I've ported Intel's ASTC compressor (in ispc_texcomp) to pure C for benchmarking and discovered this gem during the process.

  25. Block blurring (prefiltering)

    Modern GPU texture compressors have a secret (but dangerous) superpower: prefiltering (blurring).