libjxl
stb
libjxl | stb | |
---|---|---|
85 | 164 | |
2,236 | 25,128 | |
28.2% | - | |
9.8 | 6.4 | |
about 16 hours ago | 1 day ago | |
C++ | C | |
BSD 3-clause "New" or "Revised" License | GNU General Public License v3.0 or later |
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.
libjxl
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JPEG XL and Google's War Against It
> Regarding JPEG XL's mobile support, it makes sense it would see limited development if the company that manages one of the biggest mobile players has been the greatest restriction on their success. The lack of support also disincentivises manufacturers to prioritise support.
There was literally no involvement from any hardware vendor in the standardization of JPEG XL. It went from a Call for Proposals in Sept 2018 to Committee Draft in Aug 2019 with very little time for industry feedback. Contrast this with AV1 which had involvement from hardware vendors Intel, NVIDIA, Arm, AMD, Broadcom, Amlogic from the beginning as well as companies who ship media on hardware at scale such as Cisco, Netflix, Samsung and yes Google. These companies reviewed and provided significant feedback on the format that made it suitable for hardware implementation.
https://news.ycombinator.com/threads?id=JyrkiAlakuijala is a lead on the project and a Google employee, and active in JPEG XL development https://github.com/libjxl/libjxl/commits?author=jyrkialakuij...
- JPEG XL Reference Implementation
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JPEG XL and the Pareto Front
https://github.com/libjxl/libjxl/blob/main/doc/format_overvi... is a pretty detailed but good overview. The highlights are variable size DCT (up to 128x128), ANS entropy prediction, and chroma from luminance prediction. https://github.com/libjxl/libjxl/blob/main/doc/encode_effort... also gives a good breakdown of features by effort level.
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Compressing Text into Images
For JPEG XL, refer to its format overview [1]. In short its lossless mode uses a combination of multiple techniques: the rANS coding with an alias table, LZ77, reversible color transforms, a general vector quantization that subsumes palettes, a modified Haar transform and a learnable meta-adaptive decision tree for context modelling.
One good thing about JPEG XL is that its lossy mode also largely uses the same tool, with a major addition of specialized quantization and context modelling for low- and high-frequenty components.
[1] https://github.com/libjxl/libjxl/blob/main/doc/format_overvi...
- JPEG XL v0.9.0 Released
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Stripping Metadata
The cjxl source is here. If you spot any reason why -x strip=exif may not work, tell me.
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Www Which WASM Works
The problem is that the instructions for actually running the WASM file are not that clear... the docs the author mentions shows how to compile to WASM, which is easy enough, but then here's the instructions to make that actually work in the browser:
https://github.com/libjxl/libjxl/blob/main/tools/wasm_demo/R...
Yeah, you need some mysterious Python script, a JS service worker at runtime, choose whether you want the WASM or WASM_SIMD target, use a browser that supports Threads and SIMD if you chose that, make sure to serve everything with the appropriate custom HTTP headers... just reading that, I can see that to get this stuff working on non-browser WASM targets would likely require expertise in WASM, which is the point of the OP. WASM's UX is just not there yet.
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First automatic JPEG-XL cloud service
https://github.com/libjxl/libjxl#usage
> Specifically for JPEG files, the default cjxl behavior is to apply lossless recompression and the default djxl behavior is to reconstruct the original JPEG file (when the extension of the output file is .jpg).
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Why "sudo make install"?
I mean compiling a bleeding edge kicad, inkscape or jpeg-xl is easy. But will probably trash your system if you already have an older version installed.
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XYB JPEG: Perceptual Color Encoding Tested
But you look at your image viewer that could have the lossless indicator? (and there is an issue open to add this indicator to the jxl files)
https://github.com/libjxl/libjxl/issues/432
stb
- Lessons learned about how to make a header-file library (2013)
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Nebula is an open-source and free-to-use modern C++ game engine
Have you considered not using an engine at all, in favor of libraries? There are many amazing libraries I've used for game development - all in C/C++ - that you can piece together:
* General: [stb](https://github.com/nothings/stb)
- STB: Single-file public domain libraries for C/C++
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Writing a TrueType font renderer
Great to see more accessible references on font internals. I have dabbled on this a bit last year and managed to have a parser and render the points of a glyph's contour (I stopped before Bezier and shape filling stuff). I still have not considered hinting, so it's nice that it's covered. What helped me was an article from the Handmade Network [1] and the source of stb_truetype [2] (also used in Dear ImGUI).
[1] https://handmade.network/forums/articles/t/7330-implementing....
[2] https://github.com/nothings/stb/blob/master/stb_truetype.h
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Capturing the WebGPU Ecosystem
So I read through the materials on mesh shaders and work graphs and looked at sample code. These won't really work (see below). As I implied previously, it's best to research/discuss these sort of matters with professional graphics programmers who have experience actually using the technologies under consideration.
So for the sake of future web searchers who discover this thread: there are only two proven ways to efficiently draw thousands of unique textures of different sizes with a single draw call that are actually used by experienced graphics programmers in production code as of 2023.
Proven method #1: Pack these thousands of textures into a texture atlas.
Proven method #2: Use bindless resources, which is still fairly bleeding edge, and will require fallback to atlases if targeting the PC instead of only high end console (Xbox Series S|X...).
Mesh shaders by themselves won't work: These have similar texture access limitations to the old geometry/tessellation stage they improve upon. A limited, fixed number of textures still must be bound before each draw call (say, 16 or 32 textures, not 1000s), unless bindless resources are used. So mesh shaders must be used with an atlas or with bindless resources.
Work graphs by themselves won't work: This feature is bleeding edge shader model 6.8 whereas bindless resources are SM 6.6. (Xbox Series X|S might top out at SM 6.7, I can't find an authoritative answer.) It looks like work graphs might only work well on nVidia GPUs and won't work well on Intel GPUs anytime soon (but, again, I'm not knowledgeable enough to say this authoritatively). Furthermore, this feature may have a hard dependency on using bindless to begin with. That is, I can't tell if one is allowed to execute a work graph that binds and unbinds individual texture resources. And if one could do such a thing, it would certainly be slower than using bindless. The cost of bindless is paid "up front" when the textures are uploaded.
Some programmers use Texture2DArray/GL_TEXTURE_2D_ARRAY as an alternative to atlases but two limitations are (1) the max array length (e.g. GL_MAX_ARRAY_TEXTURE_LAYERS) might only be 256 (e.g. for OpenGL 3.0), (2) all textures must be the same size.
Finally, for the sake of any web searcher who lands on this thread in the years to come, to pack an atlas well a good packing algorithm is needed. It's harder to pack triangles than rectangles but triangles use atlas memory more efficiently and a good triangle packing will outperform the fancy new bindless rendering. Some open source starting points for packing:
https://github.com/nothings/stb/blob/master/stb_rect_pack.h
https://github.com/ands/trianglepacker
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Www Which WASM Works
The STB headers are mostly built like that: https://github.com/nothings/stb
You could also add an optional 'convenience API' over the lower-level flexible-but-inconvenient core API, as long as core library can be compiled on its own.
In essence it's just a way to decouple the actually important library code from runtime environment details which might be better implemented outside the C/C++ stdlib.
It's already as simple as the stdlib IO functions not being asynchrononous while many operating systems provide more modern alternatives. For a specific type of library (such an image decoder) it's often better to delegate such details to the library user instead of circumventing the stdlib and talking directly to OS APIs.
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File for Divorce from LLVM
My stuff for instance:
https://github.com/floooh/sokol
...inspired by:
https://github.com/nothings/stb
But it's not so much about the build system, but requiring a separate C/C++ compiler toolchain (Rust needs this, Zig currently does not - unless the proposal is implemented).
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What C libraries do you use the most?
STB Libraries: https://github.com/nothings/stb
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[Noob Question] How do C programmers get around not having hash maps?
stb_ds is also very popular.
- Is there an existing multidimensional hash table implementation in C?
What are some alternatives?
qoi - The “Quite OK Image Format” for fast, lossless image compression
Vcpkg - C++ Library Manager for Windows, Linux, and MacOS
Android-Image-Filter - some android image filters
imgui-node-editor - Node Editor built using Dear ImGui
DirectXMath - DirectXMath is an all inline SIMD C++ linear algebra library for use in games and graphics apps
ZXing - ZXing ("Zebra Crossing") barcode scanning library for Java, Android
libavif - libavif - Library for encoding and decoding .avif files
freetype-gl - OpenGL text using one vertex buffer, one texture and FreeType
jxl-migrate - A simple Python script to migrate images to the JPEG XL (JXL) format
ImageMagick - 🧙♂️ ImageMagick 7
squoosh - Make images smaller using best-in-class codecs, right in the browser.
Cppcheck - static analysis of C/C++ code