basis_universal
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basis_universal | crunch | |
---|---|---|
15 | 6 | |
2,563 | 837 | |
1.1% | 1.7% | |
4.7 | 0.0 | |
3 months ago | over 1 year 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.
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
crunch
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Making a better 2D asset pipeline
As an aside, crunch compression is a bit of a red herring here. While it does reduce the size on disk, it needs to be expanded back to regular DXT when it's first displayed, so it won't solve our memory issues by itself.
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The Quite OK Image File Format Specification: A Single Page PDF
Have you considered compressed texture formats? Fixed compression ratio (usually 1 byte per pixel), arbitrary random access, decompress the pixels you need on the fly. Can be further compressed for efficient storage closer to JPEG ratios with https://github.com/BinomialLLC/crunch.
- Crunch – advanced DXTn texture compression library
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glTexStorage2D and compressed textures
After spending some time trying several libraries, I settled with FasTC for now, but it seems to only be able to manage 32 bits RGBA image formats... I am looking into Crunch2 which is basically Crunch with modern CMake.
What are some alternatives?
zig-gamedev - Main monorepo for @zig-gamedev libs and example applications
bc7enc_rdo - State of the art RDO BC1-7 GPU texture encoders
KTX-Software - KTX (Khronos Texture) Library and Tools
Crunch2 - Advanced DXTc texture compression and transcoding library. Fork of crunch.
VK-GL-CTS - Khronos Vulkan, OpenGL, and OpenGL ES Conformance Tests
qoi - The “Quite OK Image Format” for fast, lossless image compression
stb - stb single-file public domain libraries for C/C++
TabGraph - Simple Scenegraph featuring Physically Based Rendering
qoi2-bikeshed - "Quite OK Image" version 2 discussions
bimg - Image library.
FasTC - A fast texture compressor for various formats