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.

Thursday, May 7, 2026

bug found in Intel's ASTC compressor (part of ispc_texcomp)

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I've ported Intel's ASTC compressor (in ispc_texcomp) to pure C for benchmarking and discovered this gem during the process. The swa...
Wednesday, April 29, 2026

Block blurring (prefiltering)

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Modern GPU texture compressors have a secret (but dangerous) superpower: prefiltering (blurring). Sometimes an encoder way overfits edges, c...

Large block size ASTC has been misunderstood

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Most game developers misunderstand ASTC: the largest block sizes were intended for the largest resolution content (4k) . GPU shader deblocki...

Petascale changes everything

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  Let's say you have multiple petabytes of JPEG's/WebP/etc. content and you need (not want - because your competitors are doing it a...
Tuesday, April 21, 2026

My day job: optimizing this equation

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Thursday, April 9, 2026

XUASTC's next step: Intra-prediction of weight grids

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Binomial has shown that image compression and GPU texture compression aren't separate fields . They're the same field, and the tools...
Thursday, April 2, 2026

First XUASTC LDR 4x4 rate-distortion graphs

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ASTC GPU texture blocks form a latent image space where JPEG techniques still work . (So does BC7.) Here's a XUASTC LDR 4x4 (arithmetic ...
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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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