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 a clean, checked-out repository periodically, or run it during CI tests
 before any build artifacts have been created.
 
-### Special Thanks
-A huge thanks to Google for partnering with us and enabling this system to be open sourced. 
-
-Thank you to [Esri - Environmental Systems Research Institute](https://www.esri.com/) for sponsoring the encoder optimization work in the v1.13 release, and the KTX2 work in the v1.15 release.
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-Thanks to the Khronos Group for building an open ecosystem that supports ETC1S/UASTC.
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-Thanks to a number of companies or groups who have supported or helped out Binomial over the years: Intel, SpaceX, Netflix, Forgotten Empires, Microsoft, Polystream, Hothead Games, BioDigital, Magic Leap, Blizzard Entertainment, Insomniac Games, Rockstar Games, Facebook, Activision, the Khronos Group, and the organizers at CppCon.
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-Thanks to Dave Wilkinson (AMD/Khronos) for supporting us and giving us very valuable feedback while we developed Basis Universal.
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-Thanks to Chris Wein (Netflix), who showed us the path to Texture Video.
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-Thanks to Mike Dussault (SpaceX) and Elon Musk for supporting Binomial in the early days.
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-Thanks to Graeme Devine at Magic Leap.
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-Thanks to Matt Pritchard, formerly of Valve Software and Microsoft, for helping me with the computer hardware I used while building this system and its predecessor. 
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-Thanks to John Brooks at Blue Shift, Inc. for inspiring this work by showing me his Dreamcast texture compression system around 2002, and for releasing etc2comp. I first saw the subblock flip estimation approach (used in basisu_etc.cpp) in etc2comp.
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-Thanks to Colt McAnlis, for advertising one of my earlier open source texture compression libraries at GDC, and Won Chun, who originally suggested making a universal system.
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-Thanks to Chas Boyd (Microsoft), for inspiring us to work on texture compression full-time. Chas also gave us great feedback about UASTC before it was released.
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-Thanks to Mark Callow at Edgewise Consulting for his work on glTF and the KTX2 file format.
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-I first saw using precomputed tables for quickly computing optimal encodings of solid color blocks in ryg_dxt. The method that limits the canonical Huffman codelengths to a maximum codesize was used in Yoshizaki's lharc. The canonical Huffman codelength compression system is similar to Katz's Deflate method.
-
-### Possible improvements
-The codebook generation process is basically a high quality, but slow and brute force reference. It's possible to massively speed up codebook gen in several ways. One way is to not throw away the tree structures constructed during the creation of the initial codebooks. 
-
-The way the -q (quality) option is converted to codebook sizes is very simple (fixed formulas), and could be improved. It has a tendency to plateau on some files.
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-The various Huffman codes could be divided up into groups (like Zstd), for much faster Huffman decoding in the transcoder. Also, larger slices could be divided up into multiple segments, and each segment transcoded using a different thread. Both of these changes would modify the format.
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-PVRTC1 modulation values could be determined using multiple threads and/or SIMD code.
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-PVRTC1 2bpp support wouldn't be hard to add.
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-The transcoder's BC7 tables are a bit large, and can be reduced, which would allow the transcoder to be downloaded more quickly.
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-3-bit selectors for alpha would greatly improve the quality of the alpha, but would break the file format and require extensive additions to the compressor/transcoder.
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-Fast 6x6 ASTC support may be possible.