Collaborative Texture Filtering
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Abstract (arXiv)
Recent advances in texture compression provide major improvements in compression ratios, but cannot use the GPU's texture units for decompression and filtering. This has led to the development of stochastic texture filtering (STF) techniques to avoid the high cost of multiple texel evaluations with such formats. Unfortunately, those methods can give undesirable visual appearance changes under magnification and may contain visible noise and flicker despite the use of spatiotemporal denoisers. Recent work substantially improves the quality of magnification filtering with STF by sharing decoded texel values between nearby pixels (Wronski 2025). Using GPU wave communication intrinsics, this sharing can be performed inside actively executing shaders without memory traffic overhead. We take this idea further and present novel algorithms that use wave communication between lanes to avoid repeated texel decompression prior to filtering. By distributing unique work across lanes, we can achieve zero-error filtering using <=1 texel evaluations per pixel given a sufficiently large magnification factor. For the remaining cases, we propose novel filtering fallback methods that also achieve higher quality than prior approaches.
Key facts. No citing papers in the map yet (data through 14 Oct 2026). Builds on 6 of its 22 references that are in the map. First posted on arXiv 21 Jun 2025.
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6 of 22 references.
References · 6
- 2024ColorVideoVDP: A visual difference predictor for image, video and display distortionscited by 34
- 2023Random-Access Neural Compression of Material Texturescited by 23
- 2022NeuralVDB: High-resolution Sparse Volume Representation using Hierarchical Neural Networkscited by 20
- 2024Filtering After Shading With Stochastic Texture Filteringcited by 5
- 2024Neural Texture Block Compressioncited by 2
- 2025Improved Stochastic Texture Filtering Through Sample Reusecited by 1
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