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, February 21, 2015

A Telemetry-style visualization of LZHAM v1.1's multithreaded compressor

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I'm a big fan of Rad's Telemetry profiler , which I used at Valve for various Linux profiling tasks, but it's unfortunately out ...
5 comments:
Sunday, February 8, 2015

More LZHAM small block optimizations

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Improved tiny block performance (i.e. calling lzham_decompress_memory() on a 88 byte string) by 3.3x by profiling the decompression of 400k...
Saturday, February 7, 2015

Upcoming LZHAM decompressor optimizations

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All of these changes are on github : Over the previous week I've increased the decompressor's average speed by roughly 1.5%-2%, by...
Wednesday, February 4, 2015

7zip 9.38 custom codec plugin for LZHAM 1.0

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Igor Pavlov and the devs at encode.ru gave me some pointers on how to create a custom 7z codec DLL. Here's the first 32-bit build of the...
Sunday, February 1, 2015

LZHAM 1.0 integrated into 7zip command line and GUI

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I integrated the  LZHAM codec into the awesome open source  7zip archiver a few years ago for testing purposes, but I was hesitant to rele...
1 comment:
Sunday, January 25, 2015

LZHAM v1.0 released on github

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Here:  https://github.com/richgel999/lzham_codec I haven't merged over the XCode project yet, but it's fully compatible with OSX n...
2 comments:
Saturday, January 24, 2015

Windows 10: An Arrow Aimed Straight at Steam

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I find this very interesting news, and if you're not paying attention you should: Phoronix:  Windows 10 To Be A Free Upgrade: What Lin...
2 comments:
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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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