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Thursday, September 22 • 12:30pm - 1:30pm
Texture Compression

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This talk focuses on the current state of the art in practical (general purpose) lossless data compression and GPU texture compression. On the lossless front, a new breed of codecs (such as LZHAM, Zstd, Brotli, Kraken) carefully optimized to strike a practical balance between very high compression ratios and high decompression performance have been released. This talk will show how these new codecs perform across a wide variety of inputs. There are also several new developments in the specialized GPU texture compression space, such as rate distortion optimization (RDO), transcoding, and multiformat ("universal") encoding methods. This talk will explain the details behind these technologies, and also show some of our latest work on "Basis", a new GPU texture compression library we're creating at Binomial.


Speakers
avatar for Rich Geldreich

Rich Geldreich

Software Engineer, Binomial
Rich works at Binomial, were he's working on "Basis", a new transcoding-based texture compression system for GPU textures. He's also worked on several open source data lossless compression libraries, such as LZHAM and miniz.
avatar for Stephanie Hurlburt

Stephanie Hurlburt

Software Engineer, Binomial
Stephanie is building Basis, a texture compressor, at Binomial. She loves all things VR/AR/MR, C++, optimization, graphics, and games. Previously, she worked with C++ and graphics programming at Oculus and Unity.


Thursday September 22, 2016 12:30pm - 1:30pm
Prince Theater (2nd Floor) Meydenbauer Center

Attendees (72)