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.
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@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
} }
Citation