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PBR-SR: Mesh PBR Texture Super Resolution from 2D Image Priors
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Proposes PBR-SR, a zero-shot method that super-resolves mesh PBR texture maps (albedo, roughness, metallic, normal) by optimizing them via differentiable rendering against DiffBIR-upscaled pseudo-ground-truth views, with a robust per-view weighting loss and PBR consistency/TV regularizers.
Problem
Low-resolution PBR textures on 3D meshes look poor under close-up and relighting; existing image SR models operate on baked or per-channel images and produce view- and lighting-inconsistent or physically inconsistent PBR maps, and no paired PBR SR training data exists.
Approach
Initialize HR PBR maps (SR albedo, bicubic-upsampled ARM and normal), then iteratively render multi-view images, upscale them with a pretrained image SR prior (DiffBIR) as pseudo-GT, and optimize the shared PBR texture maps with a learnable robust per-pixel weighting loss plus texture-space PBR consistency and TV constraints.
Key results
- PBR-SR achieves the best PSNR on all PBR channels and renderings at 4x SR (albedo 29.731, roughness 31.602, metallic 31.889, normal 29.088, renderings 28.001), beating supervised CAMixerSR-FT (renderings 27.928).
- Removing the PBR consistency loss drops rendering PSNR from 28.001 to 26.572 in the ablation.
- Optimization takes about 30 minutes per mesh for 2K-to-8K on a single A6000 GPU.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| use PBR-SR instead of CAMixerSR-FT | PBR texture super-resolution · PBR mesh collection, ×4 SR | Albedo PSNR: 27.800 -> 29.731 | Helped |
| use PBR-SR instead of CAMixerSR-FT | PBR texture super-resolution · PBR mesh collection, ×4 SR | Roughness PSNR: 30.642 -> 31.602 | Helped |
| use PBR-SR instead of HAT | PBR texture super-resolution · PBR mesh collection, ×4 SR | Metallic PSNR: 30.536 -> 31.889 | Helped |
| use PBR-SR instead of Paint-it SR | PBR texture super-resolution · PBR mesh collection, ×4 SR | Normal PSNR: 28.237 -> 29.088 | Helped |
| use PBR-SR instead of CAMixerSR-FT | PBR texture super-resolution · PBR mesh collection, ×4 SR | Renderings PSNR: 27.928 -> 28.001 | Helped |
| add PBR consistency loss (ablation) | PBR-SR · PBR mesh collection, ×4 SR | Renderings PSNR: 26.572 -> 28.001 | Helped |
| add PBR total variation regularization (ablation) | PBR-SR · PBR mesh collection, ×4 SR | Renderings PSNR: 27.593 -> 28.001 | Helped |
| add robust pixel-wise loss (ablation) | PBR-SR · PBR mesh collection, ×4 SR | Renderings PSNR: 27.666 -> 28.001 | Helped |
| use DiffBIR instead of CAMixerSR as the image SR prior (ablation) | PBR-SR · PBR mesh collection, ×4 SR | Renderings PSNR: 27.466 -> 28.001 | Helped |
| use DiffBIR instead of StableSR as the image SR prior (ablation) | PBR-SR · PBR mesh collection, ×4 SR | Metallic PSNR: 32.258 -> 31.889 | Hurt |
| increase pseudo-GT rendering resolution from 128 to 1024 (ablation) | PBR-SR on Table Clock · Table Clock, ×4 SR | Renderings PSNR: 22.485 -> 24.856 | Helped |
Surprising findings
- The optimization-based Paint-it SR baseline scores lowest on rendering PSNR (23.959) despite strong normal-map results.
- StableSR gets the best metallic PSNR (32.258) in the SR-model ablation, beating DiffBIR on that channel.
Limitations
- Struggles with severely degraded LR textures because natural image priors are limited.
- Slow iterative zero-shot optimization limits real-time use.
- Performance on generated PBR textures is bounded by the quality of the input textures.
Experimental setup
Datasets: Poly Haven PBR meshes (19, for CAMixerSR-FT training) 16-mesh PBR evaluation collection (CGTrader, Poly Haven, glTF samples)
Benchmarks: 16-mesh PBR texture collection (4x SR)
Metrics: PSNR on albedo, roughness, metallic, normal maps PSNR on novel-view renderings
Baselines: SwinIR HAT CAMixerSR CAMixerSR-FT OSEDiff StableSR DiffBIR Paint-it SR
Builds on: DiffBIR Paint-it Cook-Torrance microfacet model
Closest papers by meaning
- IntrinsiX: High-Quality PBR Generation using Image Priors (NeurIPS 2025 · similarity 0.87)
- MeshGen: Generating PBR Textured Mesh with Render-Enhanced Auto-Encoder and Generative Data Augmentation (CVPR 2025 · similarity 0.87)
- TexGaussian: Generating High-quality PBR Material via Octree-based 3D Gaussian Splatting (CVPR 2025 · similarity 0.86)
- PBR-NeRF: Inverse Rendering with Physics-Based Neural Fields (CVPR 2025 · similarity 0.86)
- Paint-it: Text-to-Texture Synthesis via Deep Convolutional Texture Map Optimization and Physically-Based Rendering (CVPR 2024 · similarity 0.85)
- Neural Super-Resolution for Real-time Rendering with Radiance Demodulation (CVPR 2024 · similarity 0.84)
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