Neural Graphics Texture Compression Supporting Random Access
Advances in rendering have led to tremendous growth in texture assets, including resolution, complexity, and novel textures components, but this growth in data volume has not been matched by advances in its compression. Meanwhile Neural Image Compression (NIC) has advanced significantly and shown promising results, but the proposed methods cannot be directly adapted to neural texture compression. First, texture compression requires on-demand and real-time decoding with random access during parallel rendering (e.g. block texture decompression on GPUs). Additionally, NIC does not support multi-resolution reconstruction (mip-levels), nor does it have the ability to efficiently jointly compress different sets of texture channels. In this work, we introduce a novel approach to texture set compression that integrates traditional GPU texture representation and NIC techniques, designed to enable random access and support many-channel texture sets. To achieve this goal, we propose an asymmetric auto-encoder framework that employs a convolutional encoder to capture detailed information in a bottleneck-latent space, and at decoder side we utilize a fully connected network, whose inputs are sampled latent features plus positional information, for a given texture coordinate and mip level. This latent data is defined to enable simplified access to multi-resolution data by simply changing the scanning strides. Experimental results demonstrate that this approach provides much better results than conventional texture compression, and significant improvement over the latest method using neural networks.
Code (0)
등록된 구현이 없습니다.
Tasks
GPUImage CompressionMethods 이 논문이 사용한 방법론
Similar Papers 제목 키워드 기반
Compression of 3D Gaussian Splatting Data Using GPU-friendly Graphics Texture Coding
Techniques for modeling 3D scenes from image collections, such as 3D Gaussian Splatting (3DGS), are capable of generating high-quality novel views by leveraging graphics primitives with view-dependent appearance. In 3DGS…
RAGE for the Machine: Image Compression with Low-Cost Random Access for Embedded Applications
We introduce RAGE, an image compression framework that achieves four generally conflicting objectives: 1) good compression for a wide variety of color images, 2) computationally efficient, fast decompression, 3) fast ran…
Image CompressionNeural Texture Block Compression
Block compression is a widely used technique to compress textures in real-time graphics applications, offering a reduction in storage size. However, their storage efficiency is constrained by the fixed compression ratio,…
Random-Access Neural Compression of Material Textures
The continuous advancement of photorealism in rendering is accompanied by a growth in texture data and, consequently, increasing storage and memory demands. To address this issue, we propose a novel neural compression te…
Image CompressionText-based Tactile Graphics Generation for the Visually Impaired
Tactile graphics are a primary medium for blind and low-vision (BLV) individuals to access non-textual information. However, they are difficult to scale or personalize. While recent generative models have revolutionized …