In my previous post, I have described how we can “decorrelate” some of the channels using PCA/SVD and how many of the dimensions in such a decorrelated space contain small amount of information, and therefore can be either dropped completely, stored at a lower resolution, or quantized aggressively.
In this blog post, I am going to continue exploration of compressing whole PBR texture sets together (as opposed to compressing each texture from the set separately) and using the fact that those textures are strongly correlated.