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Real-time BC6H Compression on GPU
This talk describes a real-time, GPU-based, BC6H compression algorithm. One typical use case for BC6H compression are HDR environment maps, commonly used in physically-based lighting for capturing environment specular lighting. In open world games or in games with with dynamic time of day and weather conditions the potential number of environment maps needed makes it impractical to generate them offline and store. In such scenarios, they are usually generated at runtime and it's beneficial to compress them in real-time on GPU.
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