Ignacio Castano

@icastano.bsky.social

Master swimmer, mountain climber, and stand up coder. I work on texture processing tools at Ludicon. Formerly at Roblox, Thekla (The Witness), NVIDIA, OddWorld, Relic, Crytek.

I'll be in LA next week! Not for SIGGRAPH, but for my daughter's water polo tournament. I'll have Wed/Thu (July 22–23) open to meet clients and partners while I'm there. Might also grab a SIGGRAPH day pass if I'm not too busy. Reach out if you want to connect.

We're finally bringing our powerful and user friendly CPU profiler to Linux! The beta version is now publically available, and it's free for 60 days during the open beta, so there's really no excuse not to try it out! Just download, extract, optimize. superluminal.eu/applications...

Superluminal For Linux | Fast Profiling Without The Challenges

No pages of installation guides. No Gigabytes to download and install. Just unzip, run and focus on performance issues. It Just Works™.

superluminal.eu

Loading images is one of the most fundamental things a browser does. It turns out that doing it efficiently from JavaScript is an open problem. There are multiple APIs available and the right choice depends on the browser you are targeting. www.ludicon.com/castano/blog...

Image Loading on the Web

You would think that loading images in the browser is a solved problem. After all, websites are basically composed of text and images. Turns out that loading images from JavaScript to use in WebGL/...

ludicon.com

I've been reverse engineering and benchmarking Apple's, ARM's, and ImgTec's hardware image compression formats. ARM's AFRC is the clear winner, but does native hardware compression make real-time texture encoding obsolete? www.ludicon.com/castano/blog...

Hardware Image Compression

One of the things I've always lamented about hardware image formats is the slow pace of innovation. Developers were usually unwilling to ship textures in a new format unless that format was widely ava...

ludicon.com

Runtime mipmap generation can reduce texture transmission by 25%, with no loss of quality. Real-time doesn’t mean compromises: the same algorithms used offline can run efficiently on the GPU. Learn about the spark.js implementation here: www.ludicon.com/castano/blog...

Runtime Mipmap Generation

One of the advantages of runtime texture compression is that mipmaps can also be computed at runtime and do not need to be transmitted. In contrast, offline codecs must precompute mipmaps so they can ...

ludicon.com

Really worthwhile reading from @icastano.bsky.social! If you're building with WebGPU, spark.js gives you new choices for texture compression that weren't possible with WebGL. Also, I need to update my older blog post. 😅

Ignacio Castano@icastano.bsky.social · 6mo ago

Choosing texture formats for WebGPU apps www.ludicon.com/castano/blog... Loading large scenes and running out of VRAM? This guide is for you. A follow up to @donmccurdy.com's guide, with a new option: Ship AVIF/WebP over the network, with native block-compressed textures in VRAM #webgpu #webgl