mlsanityData to 7 Oct 2026

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

arXiv 2105.13012 ↗First posted 27 May 2021cs.GR cs.CVcited by 6

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Abstract (arXiv)

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 occlusion, etc. Neural textural losses often build on top of the feature spaces of pretrained convolutional neural networks. Unfortunately, these pretrained models are only available for 3-channel RGB data and hence limit neural textural losses to this format. To overcome this limitation, we show that passing random triplets to a 3-channel loss provides a multi-channel loss that can be used to generate high-quality material textures.

Key facts. Cited by 6 papers in the map (data through 7 Oct 2026). Builds on 3 of its 5 references that are in the map. First posted on arXiv 27 May 2021.

Builds on

3 of 5 references.

References · 3

  1. 2014Very Deep Convolutional Networks for Large-Scale Image Recognitioncited by 15,267
  2. 2016Texture Networks: Feed-forward Synthesis of Textures and Stylized Imagescited by 173
  3. 2017Diversified Texture Synthesis with Feed-forward Networkscited by 59

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Cited by year (2026 to 7 Oct)

Citing papers per year: 2023: 2; 2024: 2; 2025: 1; 2026: 1.

6 papers.