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Nicholas Frechette's Blog

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Posts

Christmas came early: ACL 2.1 is out!

The Animation Compression Library in Unreal Engine 5.3

Dominance based error estimation

Manipulating the sampling time for fun and profit

Compressing looping animation clips

Bind pose stripping

ACL 2.0 is hot off the press

Controlling animation quality through streaming

Windows Hyper-V woes

Animation clip metadata packing

Animation data in numbers

Zero overhead backward compatibility

Realtime Math 2.0 is out, cleaner, and faster!

Keep an eye out for buffer security checks

ACL right in your browser

Morph target animation compression

ACL 1.3 is out: smaller, better, faster than ever

Realtime Math: faster than ever

Faster floating point arithmetic with Exclusive OR

Pitfalls of linear sample reduction: Part 4

Pitfalls of linear sample reduction: Part 3

Pitfalls of linear sample reduction: Part 2

Pitfalls of linear sample reduction: Part 1

Comparing past and present Unreal Engine 4 animation compression

Faster arithmetic by flipping signs

The Animation Compression Library just got even faster

Compressing Fortnite Animations

Introducing Realtime Math v1.0

Smaller, faster: ACL lets you cut your animation costs in half

Animation Compression Library: Release 1.0.0

Animation Compression Library: Release 0.8.0

ACL decompression performance

How much does additive bind pose help?

Animation Compression Library: Release 0.7.0

Animation Compression Library: Release 0.6.0

Arithmetic Accuracy and Performance

Animation Compression Library: Paragon Results

Animation Compression Library: Release 0.5.0

Animation Compression Library: Unreal 4 Integration

Animation Compression Library: Release 0.4.0

Math accuracy: Normalizing quaternions

Animation Compression Library: Release 0.3.0

Introducing ACL

Optimizing 4x4 matrix multiplication

Modern SIMD Programming in the SSE Era

Animation Compression: Advanced Quantization

Animation Compression: GDC 2017 Presentation

Animation Compression: Unity 5

Animation Compression: Unreal 4

Animation Compression: Case Studies

Animation Compression: Error Compensation

Animation Compression: Signal Processing

Animation Compression: Curve Fitting

Animation Compression: Linear Key Reduction

Animation Compression: Sub-sampling

Animation Compression: Simple Quantization

Animation Compression: Main Compression Families

Animation Compression: Uniform Segmenting

Animation Compression: Range Reduction

Animation Compression: Constant Tracks

Animation Compression: Measuring Accuracy

Animation Compression: Animation Data

Animation Compression: Terminology

Animation Compression: Preface

Animation Compression: Table of Contents

Memory Allocators: Table of Contents

Virtual Memory Aware Stack Frame Allocator

Greedy Stack Frame Allocator

Stack Frame Allocators

GPGPU woes part 4

GPGPU woes part 3

GPGPU woes part 2

GPGPU woes part 1

Out of Memory

Virtual Memory Aware Linear Allocator

How to legally generate the Windows ISO from a Mac or Linux PC

Linear Allocator

Virtual memory explained

A memory allocator interface

Caches everywhere

Introducing the 'gin' library

C++ STL container deficiencies

Virtual function dispatching

The need for speed

All about data