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View, browse and sort the ever-growing list of sessions by day, time, pass type, topic, and format. With this Session Viewer, you can view session and speaker details for Game Developers Conference 2024.

You will be able to build your schedule with the GDC Mobile App. The GDC 2024 app will be available for download in Apple Apps and Google Play late February 2024.

Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

Machine Learning Summit: Real-time Neural Textures for Materials Compression (With Introduction from Summit Advisor Olivier Pomarez)

Antoine Houdard  (Research & Development Scientist, Ubisoft)

Georges Nader  (Research & Development Scientist, Ubisoft)

Olivier Pomarez  (Director of development, Ubisoft la Forge)

Location: Room 2010, West Hall

Date: Monday, March 18

Time: 9:30 am - 10:30 am

Pass Type: All Access Pass, Summits Pass - Get your pass now!

Topic: Programming

Format: Session

Vault Recording: Video

Audience Level: Intermediate

What’s better than starting a day full of awesome content in the Machine Learning Summit? Chairs of the summit will introduce the day with a short glance at Machine Learning impact and how it's helping us all creating better games. Each day covers themes that will be explained before heading straight to impactful initiatives!


We present a novel neural material compression technique that is designed to take advantage of hardware accelerated texture compression formats. This approach leans on a multiresolution set of block compressed (BC6H) textures that is subsequently decoded by a small neural network. In practice, our method is integrated into the current pipelines in two stages. At production stage, we use deep learning to jointly learn the texture set and the decoder network. At runtime, we sample the learned textures and then reconstruct the material information by inferring neural network in a shader.


Attendees will be exposed to the emerging field of neural rendering. This talk will present an example on how neural rendering can benefit the storage of PBR materials and offers insights on how to integrate the inference of neural networks in a real-time rendering pipeline.

Intended Audience

3D programmers, engineers and tech artists interested in real-time neural rendering techniques and their integration in game engines

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