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Autores principales: Weinreich, Clément, de Oliveira, Louis, Houdard, Antoine, Nader, Georges
Formato: Preprint
Publicado: 2023
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Acceso en línea:https://arxiv.org/abs/2311.16121
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author Weinreich, Clément
de Oliveira, Louis
Houdard, Antoine
Nader, Georges
author_facet Weinreich, Clément
de Oliveira, Louis
Houdard, Antoine
Nader, Georges
contents 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 their features in GPU memory and the complexity of evaluating the network efficiently. We present a neural material model whose features and decoder are specifically designed to be used in real-time rendering pipelines. Our framework leverages hardware-based block compression (BC) texture formats to store the learned features and trains the model to output the material information continuously in space and scale. To achieve this, we organize the features in a block-based manner and emulate BC6 decompression during training, making it possible to export them as regular BC6 textures. This structure allows us to use high resolution features while maintaining a low memory footprint. Consequently, this enhances our model's overall capability, enabling the use of a lightweight and simple decoder architecture that can be evaluated directly in a shader. Furthermore, since the learned features can be decoded continuously, it allows for random uv sampling and smooth transition between scales without needing any subsequent filtering. As a result, our neural material has a small memory footprint, can be decoded extremely fast adding a minimal computational overhead to the rendering pipeline.
format Preprint
id arxiv_https___arxiv_org_abs_2311_16121
institution arXiv
publishDate 2023
record_format arxiv
spellingShingle Real-Time Neural Materials using Block-Compressed Features
Weinreich, Clément
de Oliveira, Louis
Houdard, Antoine
Nader, Georges
Computer Vision and Pattern Recognition
Graphics
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 their features in GPU memory and the complexity of evaluating the network efficiently. We present a neural material model whose features and decoder are specifically designed to be used in real-time rendering pipelines. Our framework leverages hardware-based block compression (BC) texture formats to store the learned features and trains the model to output the material information continuously in space and scale. To achieve this, we organize the features in a block-based manner and emulate BC6 decompression during training, making it possible to export them as regular BC6 textures. This structure allows us to use high resolution features while maintaining a low memory footprint. Consequently, this enhances our model's overall capability, enabling the use of a lightweight and simple decoder architecture that can be evaluated directly in a shader. Furthermore, since the learned features can be decoded continuously, it allows for random uv sampling and smooth transition between scales without needing any subsequent filtering. As a result, our neural material has a small memory footprint, can be decoded extremely fast adding a minimal computational overhead to the rendering pipeline.
title Real-Time Neural Materials using Block-Compressed Features
topic Computer Vision and Pattern Recognition
Graphics
url https://arxiv.org/abs/2311.16121