Neural Texture Block Compression

Paper: Neural Texture Block Compression
Authors: Shin Fujieda, Takahiro Harada


1. Problem & Motivation

Goal: Learn a compact, shared neural representation for all texture maps of a material, enabling sub‑linear storage while preserving the ability to random‑access decode each texel in real time.


2. Core Idea


3. Technical Contributions

| Contribution | What it solves | How it’s done | |————–|—————-|—————| | Unified material‑wide neural field | Captures inter‑map redundancy (e.g., diffuse and roughness often share edges) | Same hash‑grid + MLP for all maps; separate output heads only. | | Learned BC palette & indices | Produces valid BC1/BC4 data that can be decoded by existing hardware pipelines | Soft‑max over distances → expected weight; STE for argmax to obtain hard indices. | | Compact storage format | Reduces per‑material footprint from ~48 MB (standard BC) to 13 MB (aggressive) or 27 MB (conservative) while keeping random‑access. | Store: (i) 4 × 4 byte endpoints per 4×4 block, (ii) a tiny latent table (hash‑grid) and MLP weights. | | Real‑time random‑access decoding | No need to decode whole texture; suitable for streaming or on‑the‑fly material swaps. | Decode a texel by querying the hash‑grid → MLP → endpoint/weight → reconstruct color. |


4. Results (Key Numbers)

Dataset Material Original BC size Aggressive NTBC Conservative NTBC PSNR (dB) – Diffuse
ambientCGMetalPlates013 6 maps (RGB + 4 single‑channel) 48 MB 13.4 MB (72 % reduction) 26.7 MB (45 % reduction) 38.6 (aggr) / 38.6 (cons) vs. 42.5 (reference)
Poly Havenroof_09 5 maps 40 MB 13.4 MB 26.7 MB 37.4 / 37.4 vs. 40.3 (reference)
Poly Havenforest_sand_01 (hard case) 5 high‑freq maps 40 MB 13.4 MB 26.7 MB 25.9 / 26.0 vs. 31.4 (reference)

5. Significance & Impact


6. Take‑away TL;DR

The authors present a material‑wide neural compressor that learns a tiny shared neural field for all texture maps of a material, outputs valid block‑compressed data (BC1/BC4), and achieves > 70 % storage reduction with real‑time random‑access decoding. It bridges the gap between classic BC compression (fast, hardware‑friendly) and modern neural codecs (high compression, but usually non‑random‑access), opening a practical path for neural texture compression in real‑time rendering pipelines.