Computer Graphics · Cluster

Graphics Tooling

Formats, pipelines, and asset conditioning.

  1. 01 PNG Chunk Framing and Scanline Filter Reconstruction How PNG splits an image into type-tagged chunks around one deflate stream, and why the five scanline filters must be undone before pixels exist at all. foundational · Feb 20, 2025
  2. 02 glTF Buffer Views, Accessor Strides, and Matrix Column Padding How buffer views and accessors describe typed views over one binary blob, what the alignment rules forbid, and why matrix columns carry padding bytes. foundational · May 2, 2023
  3. 03 Axis Conventions, Handedness, and Unit Scale on Import Which geometry formats declare their coordinate convention, which leave it implicit, and why converting between them is a reflection rather than a rotation. foundational · Jun 12, 2024
  4. 04 Channel Packing: Which Data Belongs in Which Channel Why roughness, metallic, ambient occlusion, and height share one texture, how the choice of channel is constrained by compression, and what breaks at the seams. intermediate · May 13, 2026
  5. 05 Block-Compressed Texture Bit Rates and What the Blocks Cost How fixed-size blocks turn a texture into a constant byte budget, why the smallest block is a fixed 16 bytes, and where the rate-distortion trade actually lands. intermediate · Apr 12, 2026
  6. 06 UV Chart Packing and Why Gutters Are Measured in Texels How unwrapped charts are rotated and packed into one atlas, what determines the padding between them, and why a bilinear tap can bleed across an island. intermediate · Sep 9, 2026
  7. 07 Vertex Attribute Quantization and the Range It Depends On How positions and normals become 16-bit integers with a per-mesh scale and bias, where the error lands, and why renormalization after fetch is mandatory. intermediate · Aug 6, 2025
  8. 08 KTX2 Containers and What Basis Transcoding Actually Saves How a KTX2 file stores mip levels, faces, and layers in one level index, and why a supercompressed texture can be transcoded to several GPU formats without re-encoding. advanced · Mar 28, 2025
  9. 09 OpenEXR Scanline and Tiled Layouts with Half-Float Pixels How EXR stores channels in separate planes, what the half type buys over float and where it runs out, and why the tile descriptor changes random-access cost. advanced · Jul 8, 2026
  10. 10 Content-Addressed Cache Keys for Incremental Asset Builds Why a timestamp is the wrong invalidation signal, what belongs in a hash that keys an asset build, and how a stale cache entry survives a settings change. advanced · Dec 29, 2025