Spark 1.2
I’m excited to announce that Spark 1.2 is finally out! Spark is the go-to solution for real-time GPU texture compression, offering high-performance codecs...
I’m excited to announce that Spark 1.2 is finally out! Spark is the go-to solution for real-time GPU texture compression, offering high-performance codecs...
When I joined NVIDIA in 2005, one of my main goals was to work on texture and mesh processing tools. The NVIDIA Texture Tools were widely used, and Cem Cebenoya...
I would like to share some details about the tools that I’ve built to develop the Spark codecs. When I started working on Spark I had no idea how much tim...
I’m excited to announce that I’m starting my own business to research and develop graphics and game technologies, with a focus on the texture and me...
The NVIDIA Texture Tools (NVTT) had the highest quality BC1 encoder that was openly available, but the rest of the code was mediocre: The remaining encoders had...
One of the main challenges of porting The Witness to iOS was reducing the app memory footprint. The lightmaps that we used in the PC version simply did not fit ...
In my initial implementation of our lightmapping technology I simply stored lightmap textures in RGBA16F format. This produced excellent results, but at a very ...
I think it’s really awesome that Microsoft and Xin Huang released the source code of their D3DX mesh parameterization library. Chuck announced it on his b...
We are using Max McGuire’s HLSLParser in The Witness and I just published all my changes in Thekla’s github repository. I also wrote some notes about our ...
Looks like I’m getting into the habit of starting article series and abandoning them after the first installment. Where’s part 2 of the irradiance c...