2026-06-03
Link: https://fgiesen.wordpress.com/2026/05/29/why-does-astc-use-ise-when-almost-nothing-else-does/
HN Discussion: 1 points, 0 comments
This is Fabian Giesen (ryg) — one of the most respected voices in low-level graphics and compression on the open web — writing about a genuinely obscure corner of GPU texture compression. If you don't already follow his blog, this single post is reason enough to start.
The puzzle: ASTC (Adaptive Scalable Texture Compression) is the modern standard for compressed textures on mobile and increasingly desktop GPUs. Buried inside its bitstream is something called Integer Sequence Encoding (ISE) — a scheme for packing sequences of small integers whose ranges aren't powers of two (think trits and quints: base-3 and base-5 digits packed alongside ordinary bits). Almost no other codec, compression format, or hardware spec reaches for this technique. So why ASTC?
Why this matters to a technical audience:
If you've ever wondered why production formats look weird up close — why BC7 has so many modes, why JPEG's quantization tables are what they are, why H.264 has a CABAC — this is the same kind of deep-dive, by someone who actually has the receipts.
