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The Spark codecs are often bandwidth-bound.
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I’m excited to announce the release of Spark 1.4.
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Today I’m releasing Spark for Unity, a Unity package that brings the Spark texture codecs to the Unity engine.
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You would think that loading images in the browser is a solved problem.
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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.
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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.
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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.
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One of the things I’ve always lamented about hardware image formats is the slow pace of innovation.
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I’m excited to announce spark.js 0.1, now with WebGL support!
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One of the advantages of runtime texture compression is that mipmaps can also be computed at runtime and do not need to be transmitted.
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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?
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Normal maps are one of the most widely used texture types in real-time rendering, but they’re also a bit unusual.