# Texture++: Elevating 3D Asset Texture Resolution with a Region-Aware Diffusion Model

arXiv: https://arxiv.org/abs/2607.21504 · HTML: https://mlsanity.com/paper/2607.21504/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Placed in 3D, point cloud and scene generation, one of 14 directions in Diffusion models.
- Builds on 26 of its 37 references that are in the map.
- First posted on arXiv 23 Jul 2026.

## Placed in

- Diffusion models / [3D, point cloud and scene generation](https://mlsanity.com/diffusion/3d-point-cloud-and-scene-generation/)

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

- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [Denoising Diffusion Probabilistic Models](https://mlsanity.com/paper/2006.11239/) (2020)
- [Very Deep Convolutional Networks for Large-Scale Image Recognition](https://mlsanity.com/paper/1409.1556/) (2014)
- [LoRA: Low-Rank Adaptation of Large Language Models](https://mlsanity.com/paper/2106.09685/) (2021)
- [The Unreasonable Effectiveness of Deep Features as a Perceptual Metric](https://mlsanity.com/paper/1801.03924/) (2018)
- [Beyond a Gaussian Denoiser: Residual Learning of Deep CNN for Image Denoising](https://mlsanity.com/paper/1608.03981/) (2016)
- [Real-ESRGAN: Training Real-World Blind Super-Resolution with Pure Synthetic Data](https://mlsanity.com/paper/2107.10833/) (2021)
- [Image Quality Assessment: Unifying Structure and Texture Similarity](https://mlsanity.com/paper/2004.07728/) (2020)
- [Residual Dense Network for Image Super-Resolution](https://mlsanity.com/paper/1802.08797/) (2018)
- [Structured 3D Latents for Scalable and Versatile 3D Generation](https://mlsanity.com/paper/2412.01506/) (2024)
- [Modular Primitives for High-Performance Differentiable Rendering](https://mlsanity.com/paper/2011.03277/) (2020)
- [TEXTure: Text-Guided Texturing of 3D Shapes](https://mlsanity.com/paper/2302.01721/) (2023)
- [DiffBIR: Towards Blind Image Restoration with Generative Diffusion Prior](https://mlsanity.com/paper/2308.15070/) (2023)
- [Paint3D: Paint Anything 3D with Lighting-Less Texture Diffusion Models](https://mlsanity.com/paper/2312.13913/) (2023)
- [Pixel-level and Semantic-level Adjustable Super-resolution: A Dual-LoRA Approach](https://mlsanity.com/paper/2412.03017/) (2024)
- [Arbitrary-steps Image Super-resolution via Diffusion Inversion](https://mlsanity.com/paper/2412.09013/) (2024)
- [Paint-it: Text-to-Texture Synthesis via Deep Convolutional Texture Map Optimization and Physically-Based Rendering](https://mlsanity.com/paper/2312.11360/) (2023)
- [DreamClear: High-Capacity Real-World Image Restoration with Privacy-Safe Dataset Curation](https://mlsanity.com/paper/2410.18666/) (2024)
- [One Diffusion Step to Real-World Super-Resolution via Flow Trajectory Distillation](https://mlsanity.com/paper/2502.01993/) (2025)
- [Harnessing Diffusion-Yielded Score Priors for Image Restoration](https://mlsanity.com/paper/2507.20590/) (2025)
- [MVPaint: Synchronized Multi-View Diffusion for Painting Anything 3D](https://mlsanity.com/paper/2411.02336/) (2024)
- [OFTSR: One-Step Flow for Image Super-Resolution with Tunable Fidelity-Realism Trade-offs](https://mlsanity.com/paper/2412.09465/) (2024)
- [Improving the Stability and Efficiency of Diffusion Models for Content Consistent Super-Resolution](https://mlsanity.com/paper/2401.00877/) (2023)
- [3D Appearance Super-Resolution with Deep Learning](https://mlsanity.com/paper/1906.00925/) (2019)
- [Learned Multi-View Texture Super-Resolution](https://mlsanity.com/paper/2001.04775/) (2020)
- [PBR-SR: Mesh PBR Texture Super Resolution from 2D Image Priors](https://mlsanity.com/paper/2506.02846/) (2025)

## Abstract (arXiv)

Numerous 3D assets are discarded due to low texture resolution, while current super-resolution models ignore texture maps and focus on natural images. An efficient and generalizable texture super-resolution model can revitalize a large corpus of aging yet valuable assets across industries such as film and video games. We present Texture++, a novel framework for texture super-resolution, which enhances the low-resolution textures of assets to produce high-resolution, high-quality results. Specifically, we reformulate the task of super-resolution in UV space into performing it across multiple rendered views and merging the outputs. Firstly, to achieve more complete and continuous textures in the view space, we propose an adaptive view selection strategy to integrate textures dispersed across UV texture patches. Furthermore, we introduce a quadtree-based texture region organization method for combining super-resolved textures from different viewpoints, providing masks to distinguish regions that require improvement. Finally, we design a diffusion-based super-resolution model that enhances the texture resolution for specified masked regions, seamlessly integrating with surrounding regions. Through comprehensive evaluations, we demonstrate that our approach yields textures with substantially improved detail and coherence over existing methods.
