NNTC viewing example which uses VK_NV_cooperative_vector
The NNTC Vulkan sample is working (3000+ lines of .cpp later). It supports VK_NV_cooperative_vector for decoding.So the same inference hardware the neural guys are using benefits NNTC, too. I'll have...
View ArticleNotes on NNTC vs. neural texturing
NNTC (here on GitHub) uses a bilinear/degree-2 polynomial decoder fitted to each PBR material (i.e. a degree-2 polynomial whose only quadratic terms are the products between the two latents). Other...
View ArticleNNTC repo now on GitHub
NNTC ("Not Neural Texture Compression") is a two-latent PBR texture representation where the encoder fits the GPU sampling path, not a texel-only reconstruction. The GitHub repo is...
View ArticleNeural texture decoders can suppress DCT ringing artifacts within latent...
This is mirrored from my X post.This is very image codec specific: Normally a DCT-based (JPEG style) codec has mosquito/ringing noise especially on text. But within a neural texture/image codec that...
View ArticleNew GitHub repo release: "neural_block_textures"
My latest work in this space is here:https://github.com/richgel999/neural_block_texturesThis is a time stamped Prior Art release dated: September 8, 2026, which will be mirrored to various archives.
View ArticleNeural block textures vs. GPU textures
The existing neural texture work has made the entire space overly complicated.The first step beyond GPU textures is to essentially keep the current GPU texture-style latent, but replace the fixed...
View ArticleNeural block textures stored inside KTX2: a near-perfect fit
A neural block texture codec can be part of the Khronos KTX2 texture format. The initial plan is a lowest common denominator approach: inference on load with SIMD+threading, ~250-500 MLP weights (up to...
View ArticleNeural block GPU texture compression: Prior Art disclosure
Prior art disclosure: neural block texturing, a hybrid of compressed GPU textures and neural texturing. Updated Sept. 6, 2026. Added my latest...
View ArticleNeural block texturing example
Neural block texturing, bilinear sampled "colors" latent+full res GPU texture-style "selector" latent (sampled with nearest): 4 textures, 2.24 bpp/texture. Top level ("selector") latent contains 2...
View ArticleNeural block texture compression trained with Evolution Strategies (ES) on...
Neural texture block compression trained with Evolution Strategies (ES) - with C++ and CUDA code, and a public (time stamped) disclosure of Prior...
View ArticleNeural block texture compression with CUDA
Neural block texture compression, single 1k image, right=compressed, with CUDA on a 5090 (~850 line .CU file), 40.78 dB in 55 secs. 4 bpp selectors + 2 bpp latent + .05 bpp MLP.The 2 latent layers...
View ArticleNeural GPU block compression
Neural texture block decoding, trained with Evolution Strategies (ES), 3,000 iterations.This example uses 2 source latent texture: A full-res 512x512 at 3-bpp, and 1/4 res (128x128) with 4 channels at...
View ArticleFitting Neural Textures and PBR Material Maps with ES (No Backprop)
The repo, released on September 4, 2026 is here:https://github.com/richgel999/neural_texture_es2ES=Evolution Strategies.Here is a mirror of the README.md file on GitHub, with the Prior Art...
View ArticleMirror of neural texture compression trained with Evolution Strategies
This is a Prior Art disclosure mirrored from the GitHub repo here, originally created September 3, 2026: https://github.com/richgel999/neural_texture_estoy neural texture compression trained with...
View ArticleETC1S Chroma Artifact Filtering, Real-Time Encoders and Transcoding Format...
ETC1S is the original universal supercompression texture format supported by the open source Basis Universal library. It was designed to support all LDR GPU texture formats like ETC1, BC1-7, ASTC,...
View ArticleFitting a neural texture decoder with ES (no backprop)
This is something I prototyped for fun in an evening, and now the idea is Prior Art:https://github.com/richgel999/neural_texture_esSee GitHub commit f486380. Also see the time stamped X post.Toy neural...
View ArticleXUBC7 Low-Level Format Document
GPU texture blocks (ASTC, BC7, ETC1/2, etc.) can serve as a latent representation for a modern intra codec. GPU texture formats aren't merely final compressed bitstreams; they can be treated as...
View ArticleIn-loop deblocking of GPU textures
I posted this thread on X last night - mirroring it here:On GPU textures the block lattice is a function of UV + known block size. This makes GPU texture seam artifacts entirely predictable, so...
View ArticleBasis Universal v2.50 has shipped with ASTC in-loop deblocking, XUBC7, and...
The documentation is still coming online. This wiki page was just added:https://github.com/BinomialLLC/basis_universal/wiki/Shader-and-In-Loop-Deblocking
View ArticleBasis Universal library .DDS support coming in v2.5
The Basis Universal GPU texture library v2.5 will have full .DDS file format support: 2D/cubemaps/texarrays+mips, BC1-7 and uncompressed, are usable on any GPU device/API. It uses near-lossless...
View Article