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Efficient Video Super-Resolution for Real-time Rendering with Decoupled G-buffer Guidance
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Proposes RDG, an asymmetric UNet video super-resolution network that decouples G-buffer guidance (normal/BRDF via HFB, depth and motion vectors via CTR) for real-time rendering, reaching 126 FPS at 1080P with RDG-s.
Problem
Real-time rendering super-resolution needs high-quality, temporally stable upsampling at low latency, but existing VSR methods use bidirectional propagation and flow warping, and existing G-buffer-guided methods concatenate G-buffers indiscriminately or rely on radiance demodulation that causes arti
Approach
Asymmetric UNet with deformable-sampling encoder blocks (DFM), decoder that injects normal/BRDF high-frequency detail via cross-gating (HFB), and a cross-frame refiner that warps history with motion vectors and corrects with depth-aware partial cross attention (CTR), instead of concatenating G-buffers as raw input.
Key results
- RDG achieves 29.69 average PSNR and 88.96 average VMAF, outperforming NSRR by 0.35 dB and NSRD and FuseSR by 3.4 dB and 1.95 dB on average.
- RDG-s (0.304M params) reaches 29.37 dB average PSNR and 87.22 VMAF with 7.93 ms latency, and produces 1080P results at 126 FPS on an RTX 3090.
- Removing all G-buffers drops RDG-s PSNR by 0.47 dB and VMAF by 1.31; removing the motion vector input drops PSNR by 0.37 dB.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Add DFM instead of using ResBlock in the encoder (ablation) | RDG-s · Rendering test datasets (average) | PSNR: 29.17 -> 29.37 | Helped |
| Use deformable sampling instead of pooling+DW3×3 (ablation) | RDG-s · Rendering test datasets (average) | PSNR: 29.21 -> 29.37 | Helped |
| Remove all G-buffer guidance (ablation) | RDG-s · Rendering test datasets (average) | PSNR: 28.90 -> 29.37 | Helped |
| Add normal guidance (ablation) | RDG-s · Rendering test datasets (average) | PSNR: 29.27 -> 29.37 | Helped |
| Add BRDF guidance (ablation) | RDG-s · Rendering test datasets (average) | PSNR: 29.11 -> 29.37 | Helped |
| Add motion-vector guidance to CTR (ablation) | RDG-s · Rendering test datasets (average) | PSNR: 29.00 -> 29.37 | Helped |
| Add depth guidance to CTR (ablation) | RDG-s · Rendering test datasets (average) | VMAF: 87.01 -> 87.22 | Helped |
| Use decoupled G-buffer guidance instead of concatenating G-buffer components (ablation) | RDG-s · Rendering test datasets (average) | PSNR: 29.29 -> 29.37 | Helped |
| Use HFB instead of ResBlock (ablation) | RDG-s · Rendering test datasets (average) | PSNR: 29.05 -> 29.37 | Helped |
| Use HFB instead of SFT layer (ablation) | RDG-s · Rendering test datasets (average) | PSNR: 29.29 -> 29.37 | Helped |
| Use CTR instead of ResBlock (ablation) | RDG-s · Rendering test datasets (average) | VMAF: 85.27 -> 87.22 | Helped |
| Use CTR instead of ConvGRU (ablation) | RDG-s · Rendering test datasets (average) | VMAF: 86.39 -> 87.22 | Helped |
Surprising findings
- Directly concatenating G-buffers with LR frames (as in NSRR-style UNets) underperforms the decoupled design, with PSNR falling to 28.80 dB in the UNet variant versus 29.37 dB for RDG-s.
- Radiance-demodulation methods (NSRD, FuseSR) show re-modulation artifacts on translucent and anisotropic materials.
Limitations
- Baselines were retrained on the authors' own rendering dataset, so results depend on that data rather than public benchmarks.
- G-buffer inputs (normal, BRDF, depth, motion vector) must be available from the renderer, which limits applicability to pipelines that do not expose them.
Experimental setup
Datasets: in-house Cycles rendering dataset (180 clips) Bar Bistro NYC Forest Square Square-night Tenshu ZeroDay
Benchmarks: Bar Bistro NYC Forest Square Square-night Tenshu ZeroDay
Metrics: PSNR SSIM VMAF latency (ms) GPU memory parameters
Baselines: SAFMN SMFANet BasicVSR BasicVSR++ NSRR NSRD FuseSR
Builds on: BasicVSR++ SAFMN NSRR Charbonnier loss
Closest papers by meaning
- Achieving Lightweight Super-Resolution for Real-Time Computer Graphics (AAAI 2025 · similarity 0.89)
- Low-Latency Space-Time Supersampling for Real-Time Rendering (AAAI 2024 · similarity 0.88)
- Neural Super-Resolution for Real-time Rendering with Radiance Demodulation (CVPR 2024 · similarity 0.86)
- Temporal Smoothness-Aware Rate-Distortion Optimized 4D Gaussian Splatting (NeurIPS 2025 · similarity 0.85)
- 4K4D: Real-Time 4D View Synthesis at 4K Resolution (CVPR 2024 · similarity 0.85)
- 4D Gaussian Splatting for Real-Time Dynamic Scene Rendering (CVPR 2024 · similarity 0.85)
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