The Future of Texture Compression
summary
Basis is a C++ transcoding system that produces a header-only transcoder which converts a single .basis file at runtime into existing GPU block formats (ETC1, DXT/BC, ASTC) and targets hardware-accelerated decoding. The encoder simulates LZ-style backends to optimize size, achieves similar size to JPEG on CPU, and reduces texture data often by half or down to an eighth at low quality; typical encode time is about 20 seconds for a 2K texture on a laptop.
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chapters (27)
- 0:00Intro
- 1:03Agenda
- 1:34What is Basis
- 2:31Why is it important
- 3:14Why is this only being solved
- 4:15We like the size of JPEG
- 4:43The encoder
- 5:22Crunch
- 6:48OhX
- 8:39Performance
- 9:57Browser Support
- 11:28The Big Problem
- 13:03BlockBased Compression
- 14:24DXT
- 15:02Basis
- 17:02Goals
- 17:37Open Source
- 19:41Chronos
- 20:46Benchmarks
- 21:19Rate Distortion Graph
- 24:50GPU Hardware
- 25:59Virtual Reality
- 27:25Texture Arrays
- 28:54Normal Maps
- 31:21Intrinsic SSE
- 33:54Rate Distortion Optimization
- 38:08Contact
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