Patch-Based Generalized Neural Texture Upscaling
Shin Fujieda, Takahiro Harada
Abstract
We propose a lightweight neural texture upscaling method. A single generalized MLP is trained on a diverse collection of texture patches and integrated into the texture sampling stage, upscaling low-resolution textures on-the-fly at rendering time. Because the model is generalized rather than overfit to specific content, no per-asset training is required - the same model applies to any existing scene without modifying texture data or the asset pipeline. Storing lower-resolution base textures reduces disk footprint, upscaling at sampling time eliminates the need to store high-resolution textures in VRAM, and sharing a single set of model weights across all textures ensures non-divergent GPU execution. We evaluate our method across multiple texture classes, demonstrating consistent improvement over analytic upscaling methods in perceptual quality.
Create a lesson
Related papers
Segmenting Geometric Textures of 3D Meshes
Weidan Xiong, Kaijie Qu, Shihao Feng et al.
CrowdDirector: Runtime Orchestration of Crowd Simulation through Natural-Language Directives
Xiaohan Sun, Vuk Radovanovic, Merce Alvarez et al.
Dynamic GPU Voxel Grids and Voxel-sequential Processing in NanoVDB
Eftychios Sifakis, Francis Williams, Christopher Horvath et al.
REACT: Towards Real-Time Completion of Skeletal Motion Signals
P. de Clermont Gallerande, Q. Avril, P. Gosselin et al.
Perception Over Geometry: Rethinking Gaussian Allocation in Mesh-based Splatting
Yuting Wang, Yang Zhao, Shanding Diao et al.
EDGAR: Efficient Diffusion-Driven Gaussian Avatar Refinement via Synthetic Failure
Kwan Yun, Minhyeok Bang, Colette Suhjung Koo et al.