basis_universal
VK-GL-CTS
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basis_universal | VK-GL-CTS | |
---|---|---|
15 | 17 | |
2,550 | 493 | |
1.1% | 1.4% | |
4.7 | 9.9 | |
about 2 months ago | 6 days ago | |
C++ | C++ | |
Apache License 2.0 | Apache License 2.0 |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
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.
VK-GL-CTS
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I have a problemo
In the C++ standard, there is nothing. But if you are searching for something that can qualify as a standard, try the Khronos Group libs, here: https://www.khronos.org/
- Performance of GL_POINTS vs compute shader for 1x1 quads
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Discussion Thread
Why does the Khronos group have so many standards? Do they really need all this?
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Linux M1 GPU driver passes 99% of the dEQP-GLES2 compliance tests
It's more than that, it's the official conformance tests:
https://github.com/KhronosGroup/VK-GL-CTS/blob/main/external...
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Compressed Texture Converter/Writer
https://www.khronos.org/ is the open standards body in charge of OpenGL and Vulkan. They’re pretty far from being a big commercial product maker ;)
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Why do so many game developers refuse to support anything but DirectX?
You may also want to take a look at the kronos group and who's part of it (AMD, Nvidia, INTEL, and a lot of tech giants) you will find they published a lot of standards broadly used and other open source works. https://www.khronos.org https://www.khronos.org/members/list
What are some alternatives?
zig-gamedev - Main monorepo for @zig-gamedev libs and example applications
crunch - Advanced DXTc texture compression and transcoding library
apitrace - Tools for tracing OpenGL, Direct3D, and other graphics APIs
magnum-examples - Examples for the Magnum C++11 graphics engine
KTX-Software - KTX (Khronos Texture) Library and Tools
filament - Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2
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.