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In the last video, we discussed the algorithm for converting equirectangular environment maps to cube maps and we looked at how this is implemented using code that runs on the CPU. This conversion can be made faster by an order of magnitude if we were able to run it on the GPU. Today, we're going to see how this is done. We'll use DirectX 11 API to run a compute shader that performs the conversion.
🟥(Red Episode)
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💜 Big thanks to Tribal Elders:
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Further reading:
Direct3D Cube maps: https://learn.microsoft.com/en-us/win...
00:00 - intro
by Arash Khatami
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