Tomas Akenine-Möller

GR
h-index5
3papers
44citations
Novelty52%
AI Score33

3 Papers

GRApr 7, 2025
Improved Stochastic Texture Filtering Through Sample Reuse

Bartlomiej Wronski, Matt Pharr, Tomas Akenine-Möller

Stochastic texture filtering (STF) has re-emerged as a technique that can bring down the cost of texture filtering of advanced texture compression methods, e.g., neural texture compression. However, during texture magnification, the swapped order of filtering and shading with STF can result in aliasing. The inability to smoothly interpolate material properties stored in textures, such as surface normals, leads to potentially undesirable appearance changes. We present a novel method to improve the quality of stochastically-filtered magnified textures and reduce the image difference compared to traditional texture filtering. When textures are magnified, nearby pixels filter similar sets of texels and we introduce techniques for sharing texel values among pixels with only a small increase in cost (0.04--0.14~ms per frame). We propose an improvement to weighted importance sampling that guarantees that our method never increases error beyond single-sample stochastic texture filtering. Under high magnification, our method has >10 dB higher PSNR than single-sample STF. Our results show greatly improved image quality both with and without spatiotemporal denoising.

GRJun 21, 2025
Collaborative Texture Filtering

Tomas Akenine-Möller, Pontus Ebelin, Matt Pharr et al.

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.

GRMay 26, 2023
Random-Access Neural Compression of Material Textures

Karthik Vaidyanathan, Marco Salvi, Bartlomiej Wronski et al.

The continuous advancement of photorealism in rendering is accompanied by a growth in texture data and, consequently, increasing storage and memory demands. To address this issue, we propose a novel neural compression technique specifically designed for material textures. We unlock two more levels of detail, i.e., 16x more texels, using low bitrate compression, with image quality that is better than advanced image compression techniques, such as AVIF and JPEG XL. At the same time, our method allows on-demand, real-time decompression with random access similar to block texture compression on GPUs, enabling compression on disk and memory. The key idea behind our approach is compressing multiple material textures and their mipmap chains together, and using a small neural network, that is optimized for each material, to decompress them. Finally, we use a custom training implementation to achieve practical compression speeds, whose performance surpasses that of general frameworks, like PyTorch, by an order of magnitude.