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Overview
Basis Universal formats can be best understood as a family of
universal texture latents.
Latents in this context are explicitly engineered representations, not
learned or neural.
Rather than treating GPU texture formats (ASTC, BCn, ETC, PVRTC,
etc.) as canonical assets, Basis Universal defines a set of
compact, structured latent representations that
are:
- stored and distributed as the canonical data
- perceptually optimized
- format-agnostic
- and rapidly projected into vendor GPU texture
formats at load time
In this model, GPU textures are derived (compiled)
data, not primary assets. GPU block formats were always latent
models. We just treated them as opaque compression schemes, until
now.
What Is a Latent?
A latent variable is a compact, unobserved
representation from which observed data can be derived — a concept
originating in statistical factor analysis over a century ago. Basis
Universal applies this idea directly: GPU texture blocks are treated as
observed data, while the universal formats define structured latents
from which those blocks are synthesized.
latent → GPU texture blocks → decoded texels
A latent is a coordinate system for texture
information that:
- is not pixel data
- is not a specific GPU block format
- preserves the information needed to synthesize GPU blocks
directly
- supports fast, deterministic projection into multiple target
formats
Unlike traditional intermediates, Basis Universal latents are:
- compact
- block-native
- structured for prediction, transforms, and entropy
coding
- designed for direct block synthesis, not decode →
recompress workflows
The Basis Universal latents are structured, entropy-coded
intermediate representations for standardized GPU generative decoders.
The decoders are globally standardized engineered generative models in
silicon, and Basis Universal is now wrapping an IR around it.
Basis Universal
Image/Texture Pipeline
Source Image
↓
[Encode to Universal Latent]
↓ (Analysis-by-Synthesis encoder, hyper-adaptive to image/texture content via block-local PCA)
ETC1S / UASTC / XUASTC / UASTC HDR
↓ (stored/transmitted)
[Transcode to GPU Format, Potentially with Deblocking for non-ASTC]
↓ (direct latent to latent, or analytically encoded with no search)
ASTC / BC7 / BC6H / ETC1 / etc.
↓
GPU Hardware: Standardized Generative Decoders Already in Billions of Devices
↓
Pixels (Potentially Deblocked Using a Pixel Shader for ASTC)
Key Insight
GPU formats are execution formats.
Universal latents are distribution formats.
The latent is closer to the reconstruction model
than to pixels.
Transform coding the latent is more efficient than
coding pixels directly.
This decouples:
- Authoring (encode once)
- Distribution (very compact, universal)
- Execution (GPU-specific, potentially cached locally
- like shader binaries)
The Basis Universal Latent
Family
Each Basis Universal format defines a latent optimized for a specific
region of the design space (bitrate, quality, HDR/LDR, block size,
transcoding throughput/complexity, specification complexity, transcoder
WASM code size).
ETC1S
Very low-rate, simple latent
- Highly constrained grammar based on ETC1 (no subblock usage,
otherwise identical to ETC1, which we named "ETC1S")
- Low bitrate: roughly 0.75-2 bpp over network
- Optimized for tiny payloads, very fast and simple transcoding to
vendor formats even in plain WASM
- Trades expressiveness for entropy friendliness
- Supports temporal supercompression, BC7 transcoder adds real-time
chroma filtering
- Ideal for large-scale distribution of geospatial texture data
UASTC LDR 4x4
High-quality, low-distortion latent for textures
- High bitrate: roughly 4.5-8 bpp over network, 4 bpp or 8 bpp in
memory
- Latent grammar consists of 19 modes
- Minimal transforms, latent is a subset of ASTC LDR constrained for
direct transcoding to BC7 with no pixel-wise recompression
- Latent has hint bits to accelerate transcoding to other common
formats (BC1, ETC1)
- Fast, mostly analytical transcodes
- Suitable for high-quality universal delivery
XUASTC LDR 4x4-12x12
Hyper-adaptive and scalable transform-domain
latent
- Explicit prediction, the first supercompressed format with Weight
Grid DCT, and multiple entropy coding profiles
- Latent grammar consists of 13,659 ASTC LDR configurations
- Bitrate range: roughly 0.3-5.7 bpp over network, 0.89-8.00 bpp in
memory (on ASTC devices, otherwise 4 bpp or 8bpp)
- Tunable bitrate / quality tradeoffs, adaptive deblocking at larger
block sizes
- Supports all 14 ASTC block sizes, fast direct latent to latent
transcoding to BC7 for common 4x4, 6x6, and 8x6 block sizes
- Highly analytical AbS (analysis by synthesis) encoder uses DCT to
measure weight grid downsampling error, with closed form calculations to
estimate weight/endpoint quantization errors
UASTC HDR 4×4
Strict HDR latent
- 100% standard ASTC HDR 4x4 block data on disk/over network
- Carefully chosen, constrained ASTC HDR latent grammar (24 modes),
fast to encode
- Very high quality HDR at fixed bitrate: 8 bpp over network/in memory
(less if Zstd compression applied in container)
- Directly compatible with ASTC HDR, with direct latent to latent
transcode to BC6H
- HDR AbS encoder results in predictable quality
Photographic HDR latent
- Much richer latent grammar than HDR 4×4 (75 modes), but still
practical to encode
- Perceptual Lagrangian encoder uses a modern HDR colorspace (delta E
ITP) and SSIM, targets roughly .75-3 bpp over network, 3.56 bpp (ASTC)
or 8.0 bpp (BC6H) in memory
- Expands into standard ASTC HDR 6×6 blocks, transcodes to full BC6H
in real-time using an analytical encoder
- Optimized for photographic HDR content at scale, also tested
thoroughly with upconverted LDR/SDR content
- HDR AbS encoder results in predictable quality
The Key Property: Projection
Speed
Traditional pipelines operate as:
compressed → full pixels → recompress
Basis Universal latents operate as:
latent → direct block synthesis
or
latent → transcoded latent → direct block synthesis
This means:
- no expensive per-block searches
- no iterative re-encoding
- often no floating point
- frequently no iteration at all
For this reason, “transcode” is the correct term —
GPU formats are produced by projection, not by decoding and
re-encoding pixels.
Historically, intermediate formats were:
- large
- operate or decompress to pixels
- slow to re-encode
Basis Universal latents are:
- compact
- lower dimensional
- structured
- block-native
They live between pixels and GPU formats, not close
to either extreme.
As a result, the same latent can efficiently serve:
- ASTC
- BCn
- ETC
- PVRTC
- or uncompressed RGBA output
Consistency Across LDR and
HDR
Once the system is viewed as latent design rather than
encoder design:
- HDR is no longer a special case
- LDR is no longer forgiving
- perceptual metrics become mandatory
- grammar constraints become obvious, not arbitrary
HDR support was not added by extending a codec — it was added by
introducing another latent into the same architectural
framework.
The Core Implication
Basis Universal decouples asset distribution from GPU format
choice.
This enables pipelines where textures are:
- authored once
- stored once
- streamed once
- and adapted late, cheaply, and deterministically
This is the foundation for scalable pipelines operating at terabyte
or petabyte scale, where GPU texture formats are treated as cached,
derived artifacts.
Summary
Basis Universal defines a set of universal texture
latents, each optimized for a specific Pareto-optimal point in
the design space.
These latents:
- are the canonical stored representation
- project extremely efficiently into real GPU texture formats
- scale consistently across LDR and HDR
- and form a new, stable layer in the graphics stack