Real-Time Neural Materials on Mobile VR
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Date
2026
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association and John Wiley & Sons Ltd.
Abstract
Virtual Reality (VR) applications aim to create an immersive virtual world, which demands a high level of visual realism. The analytical material models commonly used in VR often fall short of reproducing complex real-world appearances. Recently, neural materials have emerged as a promising alternative, offering a compact yet effective representation of real-world materials. Deploying neural materials on low-power mobile VR devices poses significant challenges due to the computational complexity of neural networks and the high display resolution and frame rate requirements of VR devices (commonly 72+ frames per second). We address these challenges by leveraging texture-space shading with spatiotemporal computation amortization, driven by a compact, coarse-to-fine neural material model of extremely low capacity. Thanks to our distillation training scheme, our compact neural materials achieve visual quality comparable to NeuMIP at a much lower cost. Our method reaches over 90 FPS on a mobile VR device (Meta Quest 3) even under multiple light sources.
Description
@article{10.1111:cgf.70318,
journal = {Computer Graphics Forum},
title = {{Real-Time Neural Materials on Mobile VR}},
author = {Xu, Zilin and Zhou, Yang and Litman, Yehonathan and Chiang, Matt Jen-Yuan and Yan, Lingqi and Michels, Anton},
year = {2026},
publisher = {The Eurographics Association and John Wiley & Sons Ltd.},
ISSN = {1467-8659},
DOI = {10.1111/cgf.70318}
}
