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.