basis_universal
KTX-Software
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basis_universal | KTX-Software | |
---|---|---|
15 | 3 | |
2,550 | 777 | |
1.1% | 4.8% | |
4.7 | 8.6 | |
about 2 months ago | 7 days ago | |
C++ | C++ | |
Apache License 2.0 | GNU General Public License v3.0 or later |
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basis_universal
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The Near-Lossless Image Formats Using Ultra-Fast LZ Codecs
The author of the OP also develops Basis, which is designed to take advantage of GPU texture compression formats. GPU formats have a fixed bitrate which makes them efficient to sample but not the most efficient to transmit, so Basis layers on a second level of compression that unpacks into a GPU texture.
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Hello, PNG
Erm, aren't both WebP and PNG rather useless for games? How do you convert those formats into one of the hardware-compressed texture formats consumed by the GPU (like BCx, ETC or ASTC)? Without those you're wasting a ton of GPU memory bandwidth when sampling textures.
(there are some alternatives, like https://github.com/BinomialLLC/basis_universal, or http://www.radgametools.com/oodletexture.htm)
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Have any of the big game engines shown interest in JXL?
In addition to this, texture compression is optimized for random access and has to use a fixed amount of bytes per each block, but there is a possibility to further compress this during the delivery. This is called the supercompression and Basis Universal is a good example of this. JPEG XL is also based on tiles for parallel decoding, but those tiles are too large (128x128 minimum, compare with 12x12 maximum of ASTC) so it is not yet suitable for GPU as it stands.
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An efficient image format for SDL
You could check out Binomial's basis_universal. After Google bought them, they open sourced it and allowed use for free.
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Compressed Texture Converter/Writer
Another alternative you should consider is https://github.com/BinomialLLC/basis_universal
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What image formats do you support?
Simple, open-source, standardized and supports every GPU-oriented format around. And, built-in library support for https://github.com/BinomialLLC/basis_universal
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Rasterization in slow motion
Yep. That lib is great. And, similarly https://github.com/nfrechette/acl and https://github.com/BinomialLLC/basis_universal
- The Quite OK Image File Format Specification: A Single Page PDF
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Texture Compression Tool
Hi, I'm using a pipeline consisting of basisu and libktx for processing uncompressed images. The REST API server itself runs on Spring Boot and communicates to an image processing server via an Apache ActiveMQ Artemis message queue.
KTX-Software
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Texture Compression Tool
Hi, I'm using a pipeline consisting of basisu and libktx for processing uncompressed images. The REST API server itself runs on Spring Boot and communicates to an image processing server via an Apache ActiveMQ Artemis message queue.
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Is there an equivalent of SOIL2 for Vulkan
Take a look at the KTX GPU image format: https://github.com/KhronosGroup/KTX-Software
What are some alternatives?
zig-gamedev - Main monorepo for @zig-gamedev libs and example applications
dds-ktx - Single header "no-allocation" KTX/DDS file reader
gust_tools - A set of utilities for dealing with Gust (Koei Tecmo) PC games files
crunch - Advanced DXTc texture compression and transcoding library
VK-GL-CTS - Khronos Vulkan, OpenGL, and OpenGL ES Conformance Tests
bimg - Image library.
qoi2-bikeshed - "Quite OK Image" version 2 discussions
stb - stb single-file public domain libraries for C/C++
acl - Animation Compression Library
vulkan_renderer - A toy renderer written in C using Vulkan to perform real-time ray tracing research.
tacentview - An image and texture viewer for tga, png, apng, exr, dds, pvr, ktx, ktx2, astc, pkm, qoi, gif, hdr, jpg, tif, ico, webp, and bmp files. Uses Dear ImGui, OpenGL, and Tacent. Useful for game devs as it displays information like the presence of an alpha channel and querying specific pixels for their colour.
qoi - The “Quite OK Image Format” for fast, lossless image compression