Neural texture compression (NTC) achieves higher compression ratios than BCn formats but suffers from GPU thread divergence, which significantly reduces runtime performance. In this work, we propose a shared decoder MLP architecture -- trained with a gradual decoder freezing schedule -- combined with texture clustering to reduce thread divergence by 25%-52% while preserving rendering quality. We evaluate our method on over 500 textures and multiple real rendering scenes, demonstrating up to 8.48x speedup on the Radeon RX 9070 XT GPU compared to non-shared baselines. Our key contributions include: (1) a unified shared decoder architecture that reduces divergence by grouping textures; (2) a training recipe with gradual decoder freezing that improves stability and reconstruction accuracy; (3) a semantic clustering strategy using CLIP embeddings that groups similar textures for effective decoder sharing; and (4) comprehensive performance and ablation studies validating our approach.
Figures & tables
Figure 1. Top row: Rendered original scenes for Yokohama, Bistro, and ToyShop using the default textures, middle row: Rendered scenes for Yokohama, Bistro, and ToyShop using the textures generated by Clustered network, bottom row: Heatmap of divergence maps for ToyShop scene. The right side of each graph shows the thread divergence in Baseline network, and left side shows how much improved we are getting to reduce the thread divergence using Clustered–green color indicates less divergence. ToyShop have the highest 6 on divergence values as indicated by colorbar.
Figure 2. (a) Existing NTC architecture. (b) Shared decoder. (c) Similar textures share a decoder based on clustering where si is size of cluster i as well as number of encoders, and there are n clusters
Category
Aerial
Brick
Concrete
Fabric
Floor
Metal
Plaster/Concrete
Rock
Roofing
Terrain
Wood
# of Tex.
20
80
40
37
123
24
19
50
21
107
65
Table 1. Number of textures per category.
Baseline
Single
Clustered
Random
Category
PSNR
34.07
32.61
33.18
33.02
33.01
Table 2. Average PSNR of textures of different architectures.
Baseline
Clustered
Single
Random
Yokohama
41.51
39.86
39.48
39.81
Bistro
48.68
47.02
45.62
46.04
ToyShop
39.40
37.47
37.37
37.24
Table 3. PSNR of three rendered images for network architectures
Baseline
Clustered
Divergence
Yokohama
33.348
32.733
14802 / 11222 (25%)
Bistro
32.712
32.494
17941 / 13373 (25%)
ToyShop
34.220
33.687
13214 / 6407 (52%)
Table 4. PSNR of rendered scenes using Baseline vs. Clustered. The PSNR is calculated against the original rendered scene. The last column shows how much thread divergence saving we can get
Figure 3. Heatmap of divergence maps for Yokohama (top) and Bistro (bottom). For ToyShop see Figure 1 . The right side of each graph shows the thread divergence in Baseline network, and left side shows how much improved we are getting to reduce the thread divergence using Clustered–green color indicates less divergence. Yokohama, Bistro and ToyShop have the highest (10 and 8) on divergence values as indicated by colorbar.
Figure 4. Divergence map histogram –Baseline vs. Clustered. Top row: Baseline divergence map histogram, and the bottom row Clustered divergence map histogram. The x-axis is the block ids. The histogram shifts to left compared to top vs. bottom meaning there is less thread divergence in bottom (Clustered). The y-axis is the number of thread blocks that uses the specific texture on x-axis.
Figure 5. Is freezing decoder helps? Blue is the baseline, Organge is the network without freezing decoder, Green is the decoder freezed at epoch 175.
GPU Freq: 1.6 GHz
GPU Freq: 2.4 GHz
Output
Shared-
Non-Shared
Non-Shared
Shared-
Non-Shared
Non-Shared
Image
Decoder
WMMA
FMA
MLP
WMMA
FMA
512²
55
259
394
37
175
270
1024²
205
1006
1530
139
678
1031
2048²
808
4002
6085
543
2691
4083
4096²
3204
16016
24315
2150
10741
16294
Table 5. Performance comparison across different configurations with 5 decoders
GPU Freq: 1.6 GHz
GPU Freq: 2.4 GHz
Output
Shared-
Non-Shared
Non-Shared
Shared-
Non-Shared
Non-Shared
Image
Decoder
WMMA
FMA
MLP
WMMA
FMA
512²
56
503
465
38
340
313
1024²
207
1950
1833
140
1321
1244
2048²
805
7744
7357
547
5235
4976
4096²
3194
31048
29493
2161
20915
19930
Table 6. Performance comparison across different configurations with 10 decoders
Figure 6. When to freeze? a) Freezing at 25% of epoch, b) Freezing at 50% of epoch, c) Freezing at 75% of epoch. Blue is the baseline, and orange is the Shard network (100 encoders) and textures are randomly selected.
Figure 7. Ablation study of impact of MLP size for baseline vs. shared decoder. The x-axis is the MLP size with format AxB where A is the number of neurons, and B is the number of layers.
Recent work on neural texture compression has demonstrated that it is possible to learn small, per-material texture representations (composed of latent textures and a small Multi-Layer Perceptron decoder) that can be decoded in real-time during shading to reproduce the input to a physically based shading model. However, existing methods require performing gradient-descent optimization per material for a given MLP and latent configuration. In this work, we train a single hypernetwork that outputs both the latent features and the MLP's weights and biases. Though the solution space is high-dimensional, this approach produces results comparable in quality to the current reference neural texture compressors. We further extend this approach to infer multiple decoders at once or even produce decoders that learn super-resolution.
Mesh texture compression typically relies on 2D UV atlases, whose chart discontinuities and mapping overhead can limit coding efficiency. To tackle this challenge, we introduce TexF, a surface-aligned texture field that organizes texture attributes in sparse voxels derived from the mesh surface. This representation supports high-resolution textures while preserving local 3D correlations for compression and enabling direct surface queries. For bitstream compression, TexF reuses established 3D attribute codecs, with voxel locations reconstructed from the decoded mesh without separate transmission. For GPU-resident compression, we develop 3DNTC, which combines quantized hash features with a lightweight decoder for random-access reconstruction at surface positions. Differentiable rendering enables image-space refinement of both voxel attributes and compressed neural fields. Experiments on the MPEG and AOM mesh compression benchmarks demonstrate improved average rate-distortion performance over representative UV-based methods for both bitstream and GPU-resident compression. 3DNTC also supports real-time rendering.
Jianqiang Wang, Junhui Hou, Siyu Ren +2
Department of Computer Science, City University of Hong Kong, Hong Kong SAR, China · Department of Electrical Engineering, Shanghai Jiao Tong University, Shanghai, China · Department of Computer Science and Engineering, Texas A&M University, TX 77840, US
Techniques for modeling 3D scenes from image collections, such as 3D Gaussian Splatting (3DGS), are capable of generating high-quality novel views by leveraging graphics primitives with view-dependent appearance. In 3DGS, spherical harmonic (SH) are employed to model view-dependent color, resulting in a large number of SH coefficients per primitive and large memory requirements. While compression approaches have been proposed to mitigate this problem, they do not exploit the capabilities of modern Graphics Processing Units (GPUs) for parallel decoding and rendering. In this paper, we propose a method for compressing SH color coefficients using texture compression schemes specifically designed for efficient parallel GPU decoding and supported by dedicated hardware acceleration. It is shown that those methods can compress color coefficients more effectively than 2D textures by exploiting the fact that primitives can be locally grouped and reordered according to color. Furthermore, we introduce a bit-rate control strategy that preserves random access, enabling large-scale parallelization without compromising rendering performance. Experimental results using BC1 and BC7 texture compression formats show that GPU-based decompression can be achieved with negligible or imperceptible degradation in the visual quality of rendered 3DGS scenes.
Amir Said, Randall Rauwendaal
Qualcomm AI Research San Diego, CA, USA · Qualcomm Graphics Research Boulder, CO, USA