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Co-owner of Binomial LLC, working on GPU texture interchange. Open source developer, graphics programmer, former video game developer. Worked previously at SpaceX (Starlink), Valve, Ensemble Studios (Microsoft), DICE Canada.
Monday, March 9, 2026
Sunday, March 8, 2026
The KTX-Software repo has been forked
Binomial LLC has forked the Khronos Group's KTX-Software repo, to use as a staging ground for next-generation GPU texture compression technology:
https://github.com/BinomialLLC/KTX-Software-Binomial-Fork/
Wednesday, March 4, 2026
Updated: "ASTC GPU Texture Decoding: Software Decoders, Spec Issues, and ARM Errata"
https://github.com/BinomialLLC/basis_universal/wiki/List-of-Available-Software-ASTC-Decoders
Sunday, March 1, 2026
.ASTC (the File Format): No Longer a Black Box
The basisu command line tool has a new option, -peek, which opens any standard ARM LDR/HDR .ASTC texture file, unpacks each block, and computes a bunch of statistics about the exact ASTC configurations the blocks used.
This is how we found out that Intel's ispc_texcomp's ASTC encoder is, for all practical purposes, broken.
Monday, February 23, 2026
Sunday, February 22, 2026
ARM ASTC Decoding Errata
See here:
https://documentation-service.arm.com/static/67ca1a5ece2747241fced502
More general info on the real-world complexities of decoding ASTC are here:https://github.com/BinomialLLC/basis_universal/wiki/List-of-Available-Software-ASTC-Decoders
Wednesday, February 18, 2026
Some things we've learned about GPU textures at planetary scale
1. ASTC is now the king: In billions of devices. Everything else=fallback, including BC7.
To us, BC7 is essentially a greatly simplified ASTC, but with some p-bits.
2. At multi-petabyte (planetary) scales: Supercompression bitrate=Matters enormously.
Notably, game developers (who have been using compressed textures the longest) don't work at scales this large, so the approaches and techniques they assume are correct or standard in this domain may not apply at all in extreme scales.
The tradeoffs game developers have made in the past are no longer aligned with modern hardware and network realities.
3. GPU Drivers=super sketchy.
This means for us: No driver usage, no compute. The largest vendors, who already deal with endless GPU driver bugs, don't want even more exposure in critical texture decompression/transcoding paths. If it fails for even ~.1% of customers in the wild, it's unusable.
4. All 14 ASTC block sizes are important in large scale deployment scenarios, not just 2 or 3.
This includes 12x12, which at 4k-8k is quite usable.
5. When mipmap and filtering compatible deblocking of the larger ASTC block sizes is trivial to do in a tiny pixel shader, it makes no sense not to deblock because the cost of not doing so is ~2x-8x more bitrate and bandwidth.
6. Unfortunately, LDR ASTC decoding actually isn't always bitwise exact. (BC7 wins for this, at least.)
The ASTC specification was so dense and complex even the vendors (including ARM itself!) couldn't get it right.
7. WASM SIMD isn't everywhere (or even when it is, some very big vendors won't allow it to be used or enabled), so that means we can't depend on SIMD. This means less searching, more math, and better algorithms in our encoders, or we can't ship.
8. Everything must be fuzzed. That means the obvious things like block decoders, all decompressors, etc. but it also includes encoders. Trust no data.
Tuesday, February 10, 2026
ASTC Texture Sampling with Deblocking in a Simple Pixel Shader
Deblocking is a standard feature in modern image/video codecs, and now developers can benefit from deblocking on GPU textures, either while transcoding to other formats like BC7, or while sampling ASTC textures directly.
This demo with source code shows how to sample ASTC textures (or really any GPU texture format, of any block size) with deblocking applied in a simple pixel shader. It's intended for the larger ASTC block sizes, i.e. beyond 6x6. It greatly reduces block artifacts, which allows larger block sizes to be used across a wider range of content, which ultimately lowers bitrates, memory bandwidth, and download sizes. It's fully compatible with mipmap filtering.
https://github.com/BinomialLLC/basis_universal/tree/master/shader_deblocking
This is a form of "GPU texture compression-aware shading" or "GPU format-informed reconstruction".
Saturday, January 31, 2026
Thursday, January 29, 2026
JPEG for ASTC
See the wiki page in the Basis Universal v2.0 repo here:
https://github.com/BinomialLLC/basis_universal/wiki/JPEG-for-ASTC
Tuesday, January 27, 2026
bc7f: A New Real-Time Analytical BC7 Encoder
bc7f: Prediction, Not Search
The portable, non-SIMD bc7f encoder relies on an analytical, statistics-driven error model rather than iterative search. This full featured (all BC7 modes, all mode features, all dual-plane channels, all partition patterns), strictly bounded O(1) real-time encoder exploits simple closed-form expressions to predict which BC7 mode family (4/5, 0/2, 1/3/7, or 6) is worth considering. It then estimates the block’s SSE/MSE for each candidate using lightweight block statistics derived from covariance analysis together with the mode’s weight and endpoint quantization characteristics. All of this is performed prior to encoding any BC7 modes. In purely analytical mode, bc7f predicts, encodes the input to a single BC7 mode configuration (without any decoding or error measurement), and returns.
BC7 block decoding is an affine interpolation between quantized endpoints using quantized weights, which allows first-order error propagation to be modeled directly. For a given block, the encoder computes basic statistics such as the covariance of the input texels; the principal axis derived from the covariance is used both for endpoint fitting and to estimate the orthogonal least-squares (“line fit”) residual error as trace(covariance) − λ₁. Quantization noise from endpoints and weights is modeled independently using uniform quantization assumptions, with endpoint error contributing an additive term and weight/index error contributing a span-dependent term proportional to the squared endpoint distance. These closed-form estimates are sufficient to predict relative SSE across BC7 mode families, partitions, and dual-plane configurations without trial encodes. As a result, bc7f can select parameters and emit a single BC7 block in strictly bounded time, producing deterministic, high-quality results without brute-force search or refinement.
bc7f is significantly faster than bc7e.ispc Level 1, but because it exploits the entire BC7 format, it isn’t as brittle. It's a “one-shot”, non-AbS (analysis by synthesis), but full featured encoder. The follow-up, “bc7g” is in the works, and it will be released as open source as well.
Binomial first developed these techniques for our full-featured (all block size) ASTC encoder, which is vastly more complex, and later used them to implement bc7f. We expect these predictive, analytical encoding techniques to be rapidly adopted.