It is called Anatomy of a Texture.
Anatomy of a Texture
agentlien.github.io
1–10 of 18 posts
It is called Anatomy of a Texture.
Anatomy of a Texture
agentlien.github.io
Fantastic read! Not even a hint of LLMisms.
Also pretty cool getting a glimpse into the work 505 does helping developers get their games in front of more people. I had no idea 505 was the publisher[0] for so many recognizable titles.
Suggestion: Adding dates to your blog posts would be helpful. The first sentence mentioned "last year" and I was confused what that meant since the post was undated.
Why not compress the texture using NTC, VAE-VQ or some neural codec into a general embedding space of uint8 and then just expand and create mipmaps and similar using the target hardware standard?
The advantage with block compression is that it is purpose built to minimize bits used, it's local to small blocks, decoding and encoding can be done with fairly simple code[0], and it doesn't require any specific AI hardware.
I am unfamiliar with NTC, but at first glance it seems to require an Nvidia card with RTX features, meaning it wouldn't be supported on Xbox One and PlayStation 4 (AMD GCN), Xbox Series X|S and PlayStation 5 (AMD RDNA2), nor the original Switch (Nvidia Tegra X1).
[0] https://learn.microsoft.com/en-us/windows/win32/direct3d11/b...