# PBR-SR: Mesh PBR Texture Super Resolution from 2D Image Priors

arXiv: https://arxiv.org/abs/2506.02846 · HTML: https://mlsanity.com/paper/2506.02846/

## Key facts

- Cited by 4 papers in the map (data through 14 Oct 2026).
- Builds on 26 of its 42 references that are in the map.
- First posted on arXiv 3 Jun 2025.

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

- [Photo-Realistic Single Image Super-Resolution Using a Generative Adversarial Network](https://mlsanity.com/paper/1609.04802/) (2016)
- [SwinIR: Image Restoration Using Swin Transformer](https://mlsanity.com/paper/2108.10257/) (2021)
- [Enhanced Deep Residual Networks for Single Image Super-Resolution](https://mlsanity.com/paper/1707.02921/) (2017)
- [Image Super-Resolution Using Very Deep Residual Channel Attention Networks](https://mlsanity.com/paper/1807.02758/) (2018)
- [Exploiting Diffusion Prior for Real-World Image Super-Resolution](https://mlsanity.com/paper/2305.07015/) (2023)
- [Modular Primitives for High-Performance Differentiable Rendering](https://mlsanity.com/paper/2011.03277/) (2020)
- [MambaIR: A Simple Baseline for Image Restoration with State-Space Model](https://mlsanity.com/paper/2402.15648/) (2024)
- [One-Step Effective Diffusion Network for Real-World Image Super-Resolution](https://mlsanity.com/paper/2406.08177/) (2024)
- [Text2Tex: Text-driven Texture Synthesis via Diffusion Models](https://mlsanity.com/paper/2303.11396/) (2023)
- [NeRF-SR: High-Quality Neural Radiance Fields using Supersampling](https://mlsanity.com/paper/2112.01759/) (2021)
- [Paint-it: Text-to-Texture Synthesis via Deep Convolutional Texture Map Optimization and Physically-Based Rendering](https://mlsanity.com/paper/2312.11360/) (2023)
- [Selective Hourglass Mapping for Universal Image Restoration Based on Diffusion Model](https://mlsanity.com/paper/2403.11157/) (2024)
- [HAT: Hybrid Attention Transformer for Image Restoration](https://mlsanity.com/paper/2309.05239/) (2023)
- [Meta 3D AssetGen: Text-to-Mesh Generation with High-Quality Geometry, Texture, and PBR Materials](https://mlsanity.com/paper/2407.02445/) (2024)
- [Texturify: Generating Textures on 3D Shape Surfaces](https://mlsanity.com/paper/2204.02411/) (2022)
- [Texture Generation on 3D Meshes with Point-UV Diffusion](https://mlsanity.com/paper/2308.10490/) (2023)
- [MeshFormer: High-Quality Mesh Generation with 3D-Guided Reconstruction Model](https://mlsanity.com/paper/2408.10198/) (2024)
- [DreamMat: High-quality PBR Material Generation with Geometry- and Light-aware Diffusion Models](https://mlsanity.com/paper/2405.17176/) (2024)
- [Learning Generative Models of Textured 3D Meshes from Real-World Images](https://mlsanity.com/paper/2103.15627/) (2021)
- [HiT-SR: Hierarchical Transformer for Efficient Image Super-Resolution](https://mlsanity.com/paper/2407.05878/) (2024)
- [NeRFLiX: High-Quality Neural View Synthesis by Learning a Degradation-Driven Inter-viewpoint MiXer](https://mlsanity.com/paper/2303.06919/) (2023)
- [CAMixerSR: Only Details Need More "Attention"](https://mlsanity.com/paper/2402.19289/) (2024)
- [SRGS: Super-Resolution 3D Gaussian Splatting](https://mlsanity.com/paper/2404.10318/) (2024)
- [GaussianSR: 3D Gaussian Super-Resolution with 2D Diffusion Priors](https://mlsanity.com/paper/2406.10111/) (2024)
- [3D Appearance Super-Resolution with Deep Learning](https://mlsanity.com/paper/1906.00925/) (2019)
- [Mesh2NeRF: Direct Mesh Supervision for Neural Radiance Field Representation and Generation](https://mlsanity.com/paper/2403.19319/) (2024)

## Built on by (most cited first, 4 of 4)

- [MUJICA: Reforming SISR Models for PBR Material Super-Resolution via Cross-Map Attention](https://mlsanity.com/paper/2508.09802/) (2025)
- [TexSpot: 3D Texture Enhancement with Spatially-uniform Point Latent Representation](https://mlsanity.com/paper/2602.12157/) (2026)
- [Texture++: Elevating 3D Asset Texture Resolution with a Region-Aware Diffusion Model](https://mlsanity.com/paper/2607.21504/) (2026)
- [Texture Space Material Diffusion](https://mlsanity.com/paper/2609.37654/) (2026)

## Abstract (arXiv)

We present PBR-SR, a novel method for physically based rendering (PBR) texture super resolution (SR). It outputs high-resolution, high-quality PBR textures from low-resolution (LR) PBR input in a zero-shot manner. PBR-SR leverages an off-the-shelf super-resolution model trained on natural images, and iteratively minimizes the deviations between super-resolution priors and differentiable renderings. These enhancements are then back-projected into the PBR map space in a differentiable manner to produce refined, high-resolution textures. To mitigate view inconsistencies and lighting sensitivity, which is common in view-based super-resolution, our method applies 2D prior constraints across multi-view renderings, iteratively refining the shared, upscaled textures. In parallel, we incorporate identity constraints directly in the PBR texture domain to ensure the upscaled textures remain faithful to the LR input. PBR-SR operates without any additional training or data requirements, relying entirely on pretrained image priors. We demonstrate that our approach produces high-fidelity PBR textures for both artist-designed and AI-generated meshes, outperforming both direct SR models application and prior texture optimization methods. Our results show high-quality outputs in both PBR and rendering evaluations, supporting advanced applications such as relighting.
