CppCon 2017: Rich Geldreich & Stephanie Hurlburt “The Future of Texture Compression”

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Textures and images are everywhere in today's world. Compressing those images well improves streaming performance, video, dramatically reduces the size and download times of apps. It can give you more realistic virtual reality experiences, more apps that can run on a small mobile device, a better digital map of our world, it can reduce our impact on climate change through storage savings, and so much more.

In the past few years, because of the rapid development in GPUs and innovations in algorithms, the way we approach texture compression has changed. Binomial is developing Basis, a supercompressed texture solution that will also provide an open file format standard in the graphics industry through The Khronos Group that's free for anyone to target.

Basis is also written entirely in C++. Binomial co-founders Rich Geldreich and Stephanie Hurlburt will present their latest work in Basis and give insights into how texture compression will continue to evolve.

Rich Geldreich: Graphics Engineer & Co-Founder, 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.

Stephanie Hurlburt: Graphics Engineer & Co-Founder, 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.


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are there plans for hyperlapse style images?
specifically are there plans to do a flash-like layering of textures in leu of true images?
i'm curious about whether this will be able to replace flash and .webv for most web images. also i'm curious about whether it is simply aiming for image compression or if it is also aiming for video compression, compressing cross/multi -frame things.

i'm a bit confused what this is. part of it is simply a compilation of compression methods; great. and you show some level of disclosure for increasing the amount of compression, but intrinsic to compression is decompression right? so how well does the project work on various platforms? does it aim to work with integrated graphics chips?

will there be quality settings for streaming media? is media streaming part of the core design idea?

morthim
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Want to see these format working on the Raspberry Pi.

platin
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What an interesting talk, great stuff...

orozcoapaza