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, March 18, 2017

Probiotic yogurt making

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Just got back from a wonderful business trip to Portland Maine, visiting ForeFlight . Making more probiotic yogurt tonight because I ate up ...

Nerd/Brogrammer spectrum

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Okay, I've been watching Silicon Valley . This show is so realistic and exaggerated that I find it painful to watch at times (especially...
Friday, March 10, 2017

Virtual selector codebook example image

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I'm going to post some examples over the next few days. Note these examples are not .basis compressed images , instead they are just ETC...
Sunday, March 5, 2017

Virtual global selector codebooks in Basis

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Much of this information will be present in .basis's open source transcoder, so here's a little brain dump of how it works. Select...
Sunday, February 26, 2017

Interesting looking ETC1/2 encoder

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This encoder uses SSIM as an image quality metric at the block level: https://github.com/Playrix/playrix-public An article with details (...
Saturday, February 18, 2017

Adaptogens

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I love herbal adaptogens, especially Rhodiola, and Ashwagandha.  Adaptogens are a rare, special breed of herb. Pretty much every game and s...
Tuesday, January 24, 2017

"Hybrid" supercompressed texture approach

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I think this is (vaguely to roughly - no idea?) similar to the new supercompressed texture algorithm John Brooks is working on, CEO of Blue ...
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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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