Neural Graphics Texture Compression Supporting Random Access
š” Research Summary
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This paper addresses three fundamental challenges in texture compression for realātime rendering: (1) the need for randomāaccess decoding, (2) support for arbitrary numbers of channels beyond the traditional four, and (3) efficient handling of multiple mipāmap levels. Existing neural image compression (NIC) methods are unsuitable because they assume fullāimage reconstruction, rely on entropy coding that prevents random access, and are limited to threeāchannel RGB inputs. Conventional blockābased texture codecs (ASTC, ETC, etc.) provide random access but only compress up to four channels and treat each mipālevel independently, missing crossāchannel and crossāscale redundancies.
The authors propose a novel asymmetric autoāencoder architecture specifically designed for texture sets. The encoder, called the Global Transformer (E), takes a texture set T of size cāÆĆāÆhāÆĆāÆw (c = total channels) and maps it to a bottleneck latent tensor Zāź¶¤ of size c_zāÆĆāÆh/8āÆĆāÆw/8. This transformation uses a pure convolutional network without attention blocks and applies a tanh activation to bound the latent values to
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