Richard Geldreich's Blog

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.

Tuesday, December 5, 2023

Announcing CPNG, "Compatible Network Graphics", a backwards compatible fork of PNG

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CPNG (" C om p atible N etwork G raphics") is a 100% backwards compatible fork of the ~30 year old PNG image format , which is st...
Friday, May 12, 2023

The claimed rANS decoding advantages are being exaggerated

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To put it simply: SSE 4.1, on an Intel Ice Lake CPU: SIMD Range: 64 streams: 738 MiB/sec., 436,349 bytes SIMD Range: 16 streams: 619.1 MiB/s...
Friday, May 5, 2023

LZ_XOR/LZ_ADD progress

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I'm tired of all the endless LZ clones, so I'm trying something different. I now have two prototype LZ_XOR/ADD lossless codecs. In t...
Sunday, April 30, 2023

Somewhere Range Coding went off the rails

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I've lost track of the number of Range Coders I've seen floating around for the past ~25 years. Subbotin's coders released in t...

Comparing Vectorized Huffman and Range Decoding vs. rANS (Or: rANS entropy coding is overrated)

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The point here is to show that both Huffman and range decoding are all vectorizable and competitive vs. rANS in software. What I care about ...
Monday, April 24, 2023

Vectorized interleaved Range Coding using SSE 4.1

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In order to avoid the current (and upcoming) ANS/rANS entropy coding patent minefield, we're avoiding it and using vectorized Range Cod...
Friday, April 21, 2023

Faster LZ is not the answer to 150-250+ GB video game downloads

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When the JPEG folks were working on image compression, they didn't create a better or faster LZ. Instead they developed new approaches. ...
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About Me

Rich Geldreich
Seattle, WA, United States
Back in the day I worked for several years at Digital Illusions on things like the first shipping deferred shaded game ("Shrek" - 2001), software renderers, and game AI. Then, after working for Microsoft at Ensemble Studios for 5 years as engine lead on Halo Wars, I took a year off to create "crunch", an advanced DXTc texture compression library. I then worked 5 years at Valve, where I contributed to Portal 2, Dota 2, CS:GO, and the Linux versions of Valve's Source1 games. I was one of the original developers on the Steam Linux team, where I worked with a (somewhat enigmatic) multi-billionare on proving that OpenGL could still hold its own vs. Direct3D. I also started the vogl (Valve's OpenGL debugger) project from scratch, which I worked on for over a year. In my spare time I work on various open source lossless and texture compression projects: crunch, LZHAM, miniz, jpeg-compressor, and picojpeg.
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