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Neural Super-Resolution for Real-time Rendering with Radiance Demodulation
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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
- Average PSNR on Bistro 26.43 dB vs 25.42 dB for the best prior baseline (RVRT), with 1.61M parameters and 12.41 ms inference.
- In the ZeroDay scene, the full pipeline takes 29.3 ms versus 89.6 ms for rendering HR radiance directly, a speedup over 3x.
- Radiance demodulation improves PSNR by 1.65 dB over the non-demodulated ablation on the Bistro scene.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| use radiance demodulation instead of direct image super-resolution (ablation) | NSRR · Bistro | PSNR (dB): 24.78 -> 25.45 | Helped |
| use radiance demodulation instead of direct image super-resolution (ablation) | BasicVSR++ Unidir. · Bistro | PSNR (dB): 25.03 -> 26.50 | Helped |
| add the frame-recurrent framework (ablation) | Ours · Bistro | PSNR (dB): 26.05 -> 26.20 | Helped |
| add the frame-recurrent framework (ablation) | Ours · Bistro | Warping error: 3.5777 -> 3.9011 | Hurt |
| add temporal loss (ablation) | Ours with frame-recurrent framework · Bistro | Warping error: 3.9011 -> 2.9315 | Helped |
| add temporal loss (ablation) | Ours with frame-recurrent framework · Bistro | PSNR (dB): 26.20 -> 26.43 | Helped |
| add the motion mask (ablation) | Ours · dynamic rendering scenes | ghosting artifacts | Helped |
| use the proposed method instead of the strongest PSNR baseline | real-time rendering super-resolution · Bistro, San M, Square, Bar, ZeroDay, Airplane, and Pica | PSNR (dB) | Mixed |
Surprising findings
- Adding radiance demodulation to BasicVSR++ unidirectional gives 26.50 dB, nearly matching the full method at 26.43 dB, though at about 3x parameters and 6x runtime.
Limitations
- Requires training a separate network per scene for best quality; generalization to unseen scenes trades off quality.
- Relies on G-buffers and a high-resolution material component that must be generated during rendering.
- DLSS 2.0 and FSR 2.0 comparisons limited to 2x2 since they do not officially support 4x4.
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
Closest papers by meaning
- Efficient Video Super-Resolution for Real-time Rendering with Decoupled G-buffer Guidance (CVPR 2025 · similarity 0.86)
- Low-Latency Space-Time Supersampling for Real-Time Rendering (AAAI 2024 · similarity 0.86)
- Achieving Lightweight Super-Resolution for Real-Time Computer Graphics (AAAI 2025 · similarity 0.86)
- PBR-SR: Mesh PBR Texture Super Resolution from 2D Image Priors (NeurIPS 2025 · similarity 0.84)
- Ced-NeRF: A Compact and Efficient Method for Dynamic Neural Radiance Fields (AAAI 2024 · similarity 0.84)
- Rad-NeRF: Ray-decoupled Training of Neural Radiance Field (NeurIPS 2024 · similarity 0.84)
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