Înapoi la articole →

Cel mai recent articol

Ultima verificare

Urmăritori 0 urmăritori
Articole: 12
  1. The Spark codecs are often bandwidth-bound.

  2. Spark 1.4

    I’m excited to announce the release of Spark 1.4.

  3. Spark for Unity

    Today I’m releasing Spark for Unity, a Unity package that brings the Spark texture codecs to the Unity engine.

  4. Image Loading on the Web

    You would think that loading images in the browser is a solved problem.

  5. Metal Lossy Compression Format

    The Apple Lossy compression format was introduced in the A15 and M2 chipsets (which share the same GPU generation) and it enables sampling and rendering to textures with a 1:2 compression ratio.

  6. The True Size of ASTC Textures

    In my previous post Writing to Compressed Textures in Metal, I showed how Metal heaps can be used to alias buffers and textures to inspect their actual memory layout.

  7. About a year ago I wrote GPU Texture Compression Everywhere, a post in which, among other things, I lamented that Metal did not have support for writing to compressed textures.

  8. Hardware Image Compression

    One of the things I’ve always lamented about hardware image formats is the slow pace of innovation.

  9. Announcing spark.js 0.1

    I’m excited to announce spark.js 0.1, now with WebGL support!

  10. Runtime Mipmap Generation

    One of the advantages of runtime texture compression is that mipmaps can also be computed at runtime and do not need to be transmitted.

  11. An Updated Sponza glTF

    The other day I was looking at this clustered shading WebGPU demo and was surprised by the jarring texture compression artifacts: The glTF model using KTX ETC1S textures is very compact, but is it worth the dramatic quality reduction?

  12. Normal maps are one of the most widely used texture types in real-time rendering, but they’re also a bit unusual.