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🚨Cyberattack Alert ‼️ 🇸🇦Saudi Arabia - Texcomp Space Bears hacking group claims to have breached Texcomp. Allegedly, the attackers exfiltrated an SQL database containing clients’ and partners’ information such as names, email addresses, physical addresses, and phone numbers. Sector: ICT Threat class: Cybercrime Observed: Feb 10, 2026 Status: Pending verification — About this post: Hackmanac provides early warning and cyber situational awareness through its social channels. This alert is based on publicly available information that our analysts retrieved from clear and dark web sources. No confidential or proprietary data was downloaded, copied, or redistributed, and sensitive details were redacted from the attached screenshot(s). For more details about this incident, our ESIX impact score, and additional context, visit HackRisk.io.
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Odds are, you've seen either images or textures compressed using one of my open source GPU texture codecs without knowing it. We're quietly in the planning stages for our next open source codec (codec #8). Looking back, I've shipped 7 major advanced GPU texture codecs over the last 20 years. They're used in some of the largest games, several large to huge geospatial mapping platforms, and video game engines. Here's a list of my major codecs: Codec #1: 2005-2007: BC1-5, intermediate file format, Halo Wars 1 (Xbox 360). Used real-time decompression during gameplay into a GPU texture cache. Spent years trying different approaches. #2: 2008-2009: crunch library (open source): BC1-5 intermediate and RDO (~1-5bpp). Used in large scale geospatial, video games, video game engines. The first RDO GPU texture compressor available. First GPU texture encoder with a highly compressed intermediate file format. Still used in numerous engines/platforms, now Public Domain. #3. 2019: BasisU ETC1S intermediate: all LDR tex formats, low bitrate (.5-1.5bpp). Focused primarily on geospatial and web use cases. The first unified (all format) LDR GPU texture compressor available. #4. 2020: BasisU UASTC LDR 4x4 (optional RDO, ~8bpp): all LDR tex formats. LDR texture use case oriented. An encoder for the first unified LDR GPU texture format. #5. 2018-2021: bc7e ispc (work funded by Activision, now open source, optional RDO via bc7enc_rdo, ~8bpp): BC7, ~2-3x faster than Intel ispc texcomp at same avg PSNR. Fastest high quality open source CPU BC7 encoder. Others have ported this encoder to the GPU. #6. 2023-2024: BasisU UASTC HDR 4x4 (8bpp): Both ASTC 4x4 and BC6H. First unified encoder for ASTC HDR 4x4 and BC6H. Scene and display referred positive half-float HDR. Outputs standard ASTC HDR 4x4 texture data, which can be rapidly transcoded to BC6H. #7. 2024-2025: BasisU UASTC HDR 6x6, intermediate or RDO: ASTC 6x6 (3.5bpp)/BC6H (8bpp). Scene and display referred positive half-float HDR, low bitrate (1.5-3bpp), also LDR compatible. The first shipping RDO ASTC encoder. Our first use of SSIM inside an encoder. Has aggressive block artifact reduction (leveraging SSIM). Our first use of perceptual saliency maps in a shipping encoder. Our first low bitrate encoder to not use any entropy coding. #8. 2025-2056: Next codec in planning stages. Might support multiple block sizes, but 6x6 is certain. Low bitrate to compete against ETC1S with significantly higher quality. Considering targeting both texture (4x4) and image (6x6) use cases. Will use saliency maps, SSIM, aggressive deblocking.
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Your business deserves better than outdated tech! Why settle for mediocre when you can lead the industry? At TexComp Technologies, we deliver solutions that drive results. Innovate. Dominate. Repea 👉 Ready to leave your competitors in the dust? texcomp.com/

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🚀 Transform Your Business with TexComp Technologies! 📈 Innovative software solutions tailored to your needs. 🤝 Empowering growth, enhancing efficiency, and driving success. 💡 Let’s build the future together! 🌐📩 Contact us now! #TechSolutions #TexComp
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Great to get an opportunity to present at #TexComp15 conference in Leuven, Belgium. #composites #TexComp @UlsterCompEng @UlsterUni @UUEngineering
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TexComp out of the Los Angeles area. I worked there for a summer
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Here's why we're not worried about GPU compute shader solutions for texture compression. (Why would you want to waste valuable GPU time doing texcomp, anyway? You likely have lots of CPU's running idle much of the time.) github.com/aras-p/bc7e-on-gp… #gamedev
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We actually are kinda secretive about our company's primary mission. We like just having competition in the texcomp space (which is basically zero). GPU textures are coming out of left field and going into new spaces, which is great for us.
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BC6 and 7, same speed range as ISPC texcomp at high quality levels (our "high" quality BC7 enc is usually faster than ISPC best, "very high" a bit slower) with much lower error.
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Yeah, we started using ISPC-texcomp for BC7 recently and instantly hit different results across Intel/AMD. Turned out to be the approx inverse stuff.
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During the #TexComp-13 Conference in Milan a paper about ‘History and future of composites forming analysis’ was presented. bit.ly/2NiCxqA

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@ssuchy_eu has been presented during the 13th International Conference on Textile Composites (#TexComp) in the @polimi of Milan by @ENSAITinfo and @fc_univ! TexComp is a unique biannual international conference series fully dedicated to textile composites urlz.fr/7SXW
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I did it for Doom on the consoles. Just look at stbdxt/ispc texcomp and do similar things. Can't get much better.
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Replying to @sehurlburt
Take a look at ISPC texcomp. Probably fastest on PC. Can support any SIMD instruction set with newer ISPC versions.
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Don’t miss TEXCOMP-12 and the 3D Fabrics Conference at the end of May. Register for both and save 20%. tinyurl.com/l22htu9

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