Nicholas Frechette's Blog
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