# GeoScaler: Geometry and Rendering-Aware Downsampling of 3D Mesh Textures

arXiv: https://arxiv.org/abs/2311.16581 · HTML: https://mlsanity.com/paper/2311.16581/

## Key facts

- Cited by 3 papers in the map (data through 14 Oct 2026).
- Builds on 26 of its 65 references that are in the map.
- First posted on arXiv 28 Nov 2023.

## Builds on (most cited first, 26 of 26)

- [Very Deep Convolutional Networks for Large-Scale Image Recognition](https://mlsanity.com/paper/1409.1556/) (2014)
- [Semi-Supervised Classification with Graph Convolutional Networks](https://mlsanity.com/paper/1609.02907/) (2016)
- [SGDR: Stochastic Gradient Descent with Warm Restarts](https://mlsanity.com/paper/1608.03983/) (2016)
- [Perceptual Losses for Real-Time Style Transfer and Super-Resolution](https://mlsanity.com/paper/1603.08155/) (2016)
- [Implicit Neural Representations with Periodic Activation Functions](https://mlsanity.com/paper/2006.09661/) (2020)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [Weisfeiler and Leman Go Neural: Higher-order Graph Neural Networks](https://mlsanity.com/paper/1810.02244/) (2018)
- [Accelerating 3D Deep Learning with PyTorch3D](https://mlsanity.com/paper/2007.08501/) (2020)
- [Pixel2Mesh: Generating 3D Mesh Models from Single RGB Images](https://mlsanity.com/paper/1804.01654/) (2018)
- [Google Scanned Objects: A High-Quality Dataset of 3D Scanned Household Items](https://mlsanity.com/paper/2204.11918/) (2022)
- [Neural 3D Mesh Renderer](https://mlsanity.com/paper/1711.07566/) (2017)
- [Soft Rasterizer: A Differentiable Renderer for Image-based 3D Reasoning](https://mlsanity.com/paper/1904.01786/) (2019)
- [MobileNeRF: Exploiting the Polygon Rasterization Pipeline for Efficient Neural Field Rendering on Mobile Architectures](https://mlsanity.com/paper/2208.00277/) (2022)
- [Unifying Flow, Stereo and Depth Estimation](https://mlsanity.com/paper/2211.05783/) (2022)
- [Omni3D: A Large Benchmark and Model for 3D Object Detection in the Wild](https://mlsanity.com/paper/2207.10660/) (2022)
- [Recovering 3D Human Mesh from Monocular Images: A Survey](https://mlsanity.com/paper/2203.01923/) (2022)
- [DeepSFM: Structure From Motion Via Deep Bundle Adjustment](https://mlsanity.com/paper/1912.09697/) (2019)
- [Inverse Path Tracing for Joint Material and Lighting Estimation](https://mlsanity.com/paper/1903.07145/) (2019)
- [Subdivision-Based Mesh Convolution Networks](https://mlsanity.com/paper/2106.02285/) (2021)
- [Primal-Dual Mesh Convolutional Neural Networks](https://mlsanity.com/paper/2010.12455/) (2020)
- [3D-RelNet: Joint Object and Relational Network for 3D Prediction](https://mlsanity.com/paper/1906.02729/) (2019)
- [Differentiable Stereopsis: Meshes from multiple views using differentiable rendering](https://mlsanity.com/paper/2110.05472/) (2021)
- [Textured Mesh Quality Assessment: Large-Scale Dataset and Deep Learning-based Quality Metric](https://mlsanity.com/paper/2202.02397/) (2022)
- [Random-Access Neural Compression of Material Textures](https://mlsanity.com/paper/2305.17105/) (2023)
- [Learning 3D Object Shape and Layout without 3D Supervision](https://mlsanity.com/paper/2206.07028/) (2022)
- [DA Wand: Distortion-Aware Selection using Neural Mesh Parameterization](https://mlsanity.com/paper/2212.06344/) (2022)

## Built on by (most cited first, 3 of 3)

- [Voxify3D: Pixel Art Meets Volumetric Rendering](https://mlsanity.com/paper/2512.07834/) (2025)
- [HybridMQA: Exploring Geometry-Texture Interactions for Colored Mesh Quality Assessment](https://mlsanity.com/paper/2412.01986/) (2024)
- [Mesh Compression with Quantized Neural Displacement Fields](https://mlsanity.com/paper/2504.01027/) (2025)

## Abstract (arXiv)

High-resolution texture maps are necessary for representing real-world objects accurately with 3D meshes. The large sizes of textures can bottleneck the real-time rendering of high-quality virtual 3D scenes on devices having low computational budgets and limited memory. Downsampling the texture maps directly addresses the issue, albeit at the cost of visual fidelity. Traditionally, downsampling of texture maps is performed using methods like bicubic interpolation and the Lanczos algorithm. These methods ignore the geometric layout of the mesh and its UV parametrization and also do not account for the rendering process used to obtain the final visualization that the users will experience. Towards filling these gaps, we introduce GeoScaler, which is a method of downsampling texture maps of 3D meshes while incorporating geometric cues, and by maximizing the visual fidelity of the rendered views of the textured meshes. We show that the textures generated by GeoScaler deliver significantly better quality rendered images compared to those generated by traditional downsampling methods
