Hardware Accelerated Neural Block Texture Compression with Cooperative Vectors
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Abstract (arXiv)
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.
Key facts. Cited by 5 papers in the map (data through 14 Oct 2026). First posted on arXiv 6 Jun 2025.
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Citing papers per year: 2026: 5.
5 papers.
- 2026Neural Dynamic GI: Random-Access Neural Compression for Temporal Lightmaps in Dynamic Lighting Environmentscited by 0
- 2026PEPS: Positional Encoding Projected Sampling -- Extendedcited by 0
- 2026Neural Texture Compression using Hypernetworkscited by 0
- 2026A Hybrid Neural-Microfacet BRDF Model for Real-Time Renderingcited by 0
- 2026Thread-Efficient Decoding for Neural Texture Compressioncited by 0
- 2026Thread-Efficient Decoding for Neural Texture Compression28 Aug 2026
- 2026A Hybrid Neural-Microfacet BRDF Model for Real-Time Rendering10 Aug 2026
- 2026Neural Texture Compression using Hypernetworks25 Jun 2026
- 2026PEPS: Positional Encoding Projected Sampling -- Extended27 Apr 2026
- 2026Neural Dynamic GI: Random-Access Neural Compression for Temporal Lightmaps in Dynamic Lighting Environments14 Apr 2026