Richard Geldreich's Blog

Co-owner of Binomial LLC, working on GPU texture interchange. Open source developer, Open Geospatial Consortium member, graphics programmer, former video game developer. Worked previously at SpaceX (Starlink), Valve, Ensemble Studios (Microsoft), DICE Canada.

Saturday, September 19, 2026

NNTC PBR material set compressor: now supports CPU encoding

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The NNTC (Non-Neural Texture Compression) PBR material set compressor now supports CPU encoding, as well as supporting CUDA. Encoding/viewin...
Friday, September 18, 2026

Latent-based GPU texture public Prior Art from 2012

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Experiments in Luma-Optimized and Mipmapped DXT1 Compression: https://web.archive.org/web/20140915122940/https://sites.google.com/site/richg...
Tuesday, September 15, 2026

NNTC viewing example which uses VK_NV_cooperative_vector

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The NNTC Vulkan sample is working (3000+ lines of .cpp later). It supports VK_NV_cooperative_vector for decoding. So the same inference ha...
Sunday, September 13, 2026

Notes on NNTC vs. neural texturing

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NNTC ( here on GitHub ) uses a bilinear/degree-2 polynomial decoder fitted to each PBR material (i.e. a degree-2 polynomial whose only quadr...
Saturday, September 12, 2026

NNTC repo now on GitHub

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NNTC ("Non-Neural Texture Compression") is a two-latent PBR texture representation where the encoder fits the GPU sampling path, n...
Tuesday, September 8, 2026

Neural texture decoders can suppress DCT ringing artifacts within latent features

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This is mirrored from my X post . This is very image codec specific: Normally a DCT-based (JPEG style) codec has mosquito/ringing noise espe...

New GitHub repo release: "neural_block_textures"

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My latest work in this space is here: https://github.com/richgel999/neural_block_textures This is a time stamped Prior Art release dated: Se...
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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-billionaire 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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