paper-with-me

Papers

Random-Access Neural Compression of Material Textures

2023-05-26 · Karthik Vaidyanathan, Marco Salvi, Bartlomiej Wronski, Tomas Akenine-Möller, Pontus Ebelin, Aaron Lefohn

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 technique specifically designed for material textures. We unlock two more levels of detail, i.e., 16x more texels, using low bitrate compression, with image quality that is better than advanced image compression techniques, such as AVIF and JPEG XL. At the same time, our method allows on-demand, real-time decompression with random access similar to block texture compression on GPUs, enabling compression on disk and memory. The key idea behind our approach is compressing multiple material textures and their mipmap chains together, and using a small neural network, that is optimized for each material, to decompress them. Finally, we use a custom training implementation to achieve practical compression speeds, whose performance surpasses that of general frameworks, like PyTorch, by an order of magnitude.

📄 PDF Abstract BibTeX arXiv:2305.17105

Code (0)

등록된 구현이 없습니다.

Tasks

Image Compression

Similar Papers 제목 키워드 기반

Neural Graphics Texture Compression Supporting Random Access

2024-05-06 · Farzad Farhadzadeh, Qiqi Hou, Hoang Le, Amir Said 외

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. …

GPUImage Compression

One Noise to Rule Them All: Learning a Unified Model of Spatially-Varying Noise Patterns

2024-04-25 · Arman Maesumi, Dylan Hu, Krishi Saripalli, Vladimir G. Kim 외

Procedural noise is a fundamental component of computer graphics pipelines, offering a flexible way to generate textures that exhibit "natural" random variation. Many different types of noise exist, each produced by a se…

AllData AugmentationDenoising

Vastextures: Vast repository of textures and PBR materials extracted from real-world images using unsupervised methods

2024-06-24 · Sagi Eppel

Vastextures is a vast repository of 500,000 textures and PBR materials extracted from real-world images using an unsupervised process. The extracted materials and textures are extremely diverse and cover a vast range of …

Real-Time Neural Materials using Block-Compressed Features

2023-10-26 · Clément Weinreich, Louis de Oliveira, Antoine Houdard, Georges Nader

Neural materials typically consist of a collection of neural features along with a decoder network. The main challenge in integrating such models in real-time rendering pipelines lies in the large size required to store …

DecoderGPU

Passing Multi-Channel Material Textures to a 3-Channel Loss

2021-05-27 · Thomas Chambon, Eric Heitz, Laurent Belcour

Our objective is to compute a textural loss that can be used to train texture generators with multiple material channels typically used for physically based rendering such as albedo, normal, roughness, metalness, ambient…