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, December 31, 2016

End of year realization

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I'm basically an artist who "paints" with code, and good debuggers are one of my brushes. Except, each "painting" in...
3 comments:
Friday, December 16, 2016

Visual Studio 2015's Busted Find Dialog

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In Visual Studio 2015, Microsoft decided to wreck the Find dialog so it's perma-docked into the upper right-hand corner of the document....
6 comments:
Saturday, December 10, 2016

"The Ballad of the Green Beret"

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I heard this playing at the local Pagliacci's recently, and I realized this is one of the tunes my father used to play all the time. He...
Monday, November 28, 2016

Why Age3 used low poly skinned meshes

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Age3 used CPU skinning of relatively low poly models (even in "high" model mode). To help improve this technical design misstep m...

Another little note about the Halo Wars engine

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There's still a lot of misunderstanding out there about where the Halo Wars engine technology came from. Starting in very early 2005 the...
1 comment:
Sunday, October 23, 2016

RDO ETC1 compression examples

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I've compressed the kodak test images using the prototype RDO ETC1 compressor I've been working on recently at various settings. Yo...

Effect of ETC1 selector quantization on Luma SSIM/PSNR

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This is like the previous post, except this time only the selectors are quantized while the endpoints are left alone. kodak test images, per...
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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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