HackerPapers

arXiv:2506.06040cs.GR

Hardware Accelerated Neural Block Texture Compression with Cooperative Vectors

Belcour Laurent, Benyoub Anis

Early discovery. Linked by one identifiable commenter. This paper is outside the main ranking; a mention is not an endorsement.

Abstract

In this work, we present an extension to the neural texture compression method of Weinreich and colleagues [2024]. Like them, we leverage existing block compression methods which permit to use hardware texture filtering to store a neural representation of physically-based rendering (PBR) texture sets (including albedo, normal maps, roughness, etc.). However, we show that low dynamic range block compression formats still make the solution viable. Thanks to this, we show that we can achieve higher compression ratio or higher quality at fixed compression ratio. We improve performance at runtime using a tile based rendering architecture that leverage hardware matrix multiplication engine. Thanks to all this, we render 4k textures sets (9 channels per asset) with anisotropic filtering at 1080p using only 28MB of VRAM per texture set at 0.55ms on an Intel B580.

arXiv comments
Journal reference
Proceedings of High-Performance Graphics (HPG) 2025
DOI
Subjects
cs.GRGraphics

On Hacker News

Linked by 1 identifiable commenter in 1 comment across 1 thread, from Sep 2025 to Sep 2025.

Comments linking this paper, per year.

Discussed in comments1 thread

    • The more efficient versions compress the entire material stack in one, to exploit inherent redundancies, including albedo, normals, roughness etc. The main problem, as far as I can tell, is the increased GPU performance cost compared to block compression. Though recent research…

      cubefoxView on HNParent context

Submitted to Hacker News

Connected through shared HN threads, not inferred similarity or a recommendation.