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Neural Super-Resolution for Real-time Rendering with Radiance Demodulation

CVPR 2024 · Video › Video segmentation and tracking · approach: Real-world video super-resolution · 11 citations (OpenAlex)

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Introduces radiance demodulation into real-time rendering super-resolution: super-resolves only the smooth lighting component, re-modulates with a high-resolution material component, and uses an occlusion-aware motion mask plus a ConvLSTM frame-recurrent network with temporal loss.

Problem

Real-time super-resolution rendering struggles to preserve sharp texture details, maintain temporal stability, and avoid ghosting artifacts at high upsampling ratios (4x4) under tight latency budgets.

Approach

Applies radiance demodulation (lighting x material, extended to non-diffuse materials following Zhuang et al.) so the network super-resolves only the smoother lighting component while the HR material component is rendered directly; adds a motion mask from subtracting dual and traditional motion vectors to suppress ghosting, and a ConvLSTM frame-recurrent network with temporal loss.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
use radiance demodulation instead of direct image super-resolution (ablation)NSRR · BistroPSNR (dB): 24.78 -> 25.45Helped
use radiance demodulation instead of direct image super-resolution (ablation)BasicVSR++ Unidir. · BistroPSNR (dB): 25.03 -> 26.50Helped
add the frame-recurrent framework (ablation)Ours · BistroPSNR (dB): 26.05 -> 26.20Helped
add the frame-recurrent framework (ablation)Ours · BistroWarping error: 3.5777 -> 3.9011Hurt
add temporal loss (ablation)Ours with frame-recurrent framework · BistroWarping error: 3.9011 -> 2.9315Helped
add temporal loss (ablation)Ours with frame-recurrent framework · BistroPSNR (dB): 26.20 -> 26.43Helped
add the motion mask (ablation)Ours · dynamic rendering scenesghosting artifactsHelped
use the proposed method instead of the strongest PSNR baselinereal-time rendering super-resolution · Bistro, San M, Square, Bar, ZeroDay, Airplane, and PicaPSNR (dB)Mixed

Surprising findings

Limitations

Experimental setup

Datasets: Unity-rendered seven-scene dataset (Bistro, Square, San M, Bar, ZeroDay, Airplane, Pica)

Benchmarks: Unity seven-scene rendered test sets Bistro generalization test

Metrics: PSNR SSIM LPIPS VMAF warping error runtime (ms) parameters (M)

Baselines: NSRR BasicVSR++ TTVSR RVRT FRVSR TecoGAN DLSS 2.0 FSR 2.0

Builds on: NSRR Zhuang et al. radiance demodulation for denoising ConvLSTM dual motion vector gated convolution

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