basis_universal
acl
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basis_universal | acl | |
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15 | 5 | |
2,563 | 1,265 | |
1.1% | - | |
4.7 | 9.0 | |
3 months ago | 3 months ago | |
C++ | C++ | |
Apache License 2.0 | MIT License |
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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.
https://github.com/BinomialLLC/basis_universal
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Why do games need so much RAM?
You might find https://github.com/BinomialLLC/basis_universal interesting :)
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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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Brotli-G: A GPU compression/decompression standard for digital assets
Im interested to see what image format specific compressors go gpu. JpegXL, AVIF, WebP... who wants to show up & throw down? Or even just fastpng?
Meanwhile we dont really hear or regard many of the gpu-oriented compression techs. TIL Basis/KTX2 is itself zstd compressed (formerly LZ apparently?). https://github.com/BinomialLLC/basis_universal
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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.
- Show HN: 3D live tracking two climbers attempting a Sierra Nevada record
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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
acl
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How do other motion capture suits manage large file sizes?
Cleaned and compressed are whatever they turn out to be. Use ACL, https://github.com/nfrechette/acl
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I converted a massive library of mo-cap animations to .fbx which you can use freely with ALMOST no restrictions
For such animations make sure to check out ACL (animation compression library) by /u/zeno490. There are some stats and implementation details on how well it works on his blog: http://nfrechette.github.io/
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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
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What's the reason why some newer games are really huge in size?
At the minimum BC compression is used for most textures and Crunch is pretty popular so we're definitely never ignoring that end. Draco (for geometry) isn't as popular as it should be. Animation is the main area that gets skimped and we're mostly still just doing crude keyframe reduction as stuff like ACL (https://github.com/nfrechette/acl) hasn't really taken off (it has a shit API and shit examples).
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What interpolating method should I use to interpolate between two scale key frames of a skeletal joint? I currently LERP between position keys, and SLERP between orientation(quaternion) keys. Should I also just use LERP for scaling? I remember reading somewhere to use a log function.
Animation compression is a science in itself. https://github.com/nfrechette/acl is a pretty serious project for that.
What are some alternatives?
zig-gamedev - Main monorepo for @zig-gamedev libs and example applications
kanzi-cpp - Fast lossless data compression in C++
KTX-Software - KTX (Khronos Texture) Library and Tools
Animation-Magic - A cool visualization of all the math that powers 3D character animations.
VK-GL-CTS - Khronos Vulkan, OpenGL, and OpenGL ES Conformance Tests
crunch - Advanced DXTc texture compression and transcoding library
LearnOpenGL - Code repository of all OpenGL chapters from the book and its accompanying website https://learnopengl.com
stb - stb single-file public domain libraries for C/C++
sevenzipjbinding - 7-Zip-JBinding
qoi2-bikeshed - "Quite OK Image" version 2 discussions
JoltPhysics - A multi core friendly rigid body physics and collision detection library, written in C++, suitable for games and VR applications.