Hello - I'm one of the developers of the Basis Universal LDR/HDR supercompressed texture library:
https://github.com/BinomialLLC/basis_universal
We support a number of scene-referenced, half-float (FP16) texture formats that are hardware decodable on billions of GPU's, via standard compressed texture API's. The formats we support (ASTC HDR, BC6H, 9E5, half float, etc.) are standard API/GPU formats used in various industries. Our latest supercompressed format (UASTC HDR 6x6i) supports compressing scene-referenced FP16 content to 2-3bpp, with fast transcoding to BC6H (8 bpp) to ASTC HDR 6x6 (3.56 bpp).
Anyhow, we've been thinking about adding our formats to the .EXR file format in some way, and we were curious what the process is, and how we would go about it.
Thank you,
-Richard Geldreich, Jr.
Binomial LLC
Hello - I'm one of the developers of the Basis Universal LDR/HDR supercompressed texture library:
https://github.com/BinomialLLC/basis_universal
We support a number of scene-referenced, half-float (FP16) texture formats that are hardware decodable on billions of GPU's, via standard compressed texture API's. The formats we support (ASTC HDR, BC6H, 9E5, half float, etc.) are standard API/GPU formats used in various industries. Our latest supercompressed format (UASTC HDR 6x6i) supports compressing scene-referenced FP16 content to 2-3bpp, with fast transcoding to BC6H (8 bpp) to ASTC HDR 6x6 (3.56 bpp).
Anyhow, we've been thinking about adding our formats to the .EXR file format in some way, and we were curious what the process is, and how we would go about it.
Thank you,
-Richard Geldreich, Jr.
Binomial LLC