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High-Quality Real-Time Rendering Using Subpixel Sampling Reconstruction

AAAI 2024 · Image generation › Fast diffusion sampling · approach: Distillation for few-step generation · 3 citations (OpenAlex)

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Proposes a 1/4-spp subpixel sampling strategy with a multi-scale U-Net denoiser (SSR) using temporal feature accumulation to reconstruct high-quality frames at 130 FPS at 2K resolution.

Problem

Real-time high-resolution Monte Carlo rendering is limited by sampling cost and denoiser inference time; existing denoisers target more than 1-spp and are too slow at high resolution.

Approach

Trace only one pixel per 2x2 tile per frame (1/4-spp, rotating positions over four frames), fill missing pixels via a temporal feature accumulator that blends warped history with current GBuffers using learned confidence weights, and reconstruct with a lightweight multi-scale U-Net that feeds back the warped previous output.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Use SSR instead of the strongest baseline, NSRRRendering denoising · Six-scene averagePSNR: 28.81 -> 33.10Helped
Use SSR instead of the strongest baseline, NSRRRendering denoising · Six-scene averageSSIM: .8857 -> .9421Helped
Use SSR instead of RAERendering reconstruction · 1024×2048FPS: 96 -> 131Helped
Use SSR instead of RAERendering reconstruction · 1024×1080FPS: 160 -> 220Helped
Use 1/4-spp subpixel sampling instead of 1-sppRendering pipeline · Six-scene average renderingoverall rendering time (ms): 15.36 -> 6.92Helped
Add the temporal feature accumulator (ablation)SSR · Six-scene averagePSNR: 29.55 -> 32.13Helped
Add the temporal feature accumulator (ablation)SSR · Six-scene averageSSIM: .8952 -> .9245Helped
Add the warped previous output (ablation)SSR with temporal feature accumulator · Six-scene averagePSNR: 32.13 -> 33.10Helped
Add the warped previous output (ablation)SSR with temporal feature accumulator · Six-scene averageSSIM: .9245 -> .9421Helped
Add the shadow feature (ablation)SSR · BistroInteriorPSNR: 27.67 -> 28.22Helped
Add the transparency feature to the shadow variant (ablation)SSR · BistroInteriorPSNR: 28.22 -> 28.99Helped
Accumulate the transparent feature before reconstruction (ablation)SSR · Scenes with transparent featuresreconstruction qualityHelped

Surprising findings

Limitations

Experimental setup

Datasets: BistroInterior BistroExterior Sponza Diningroom Angel Warmroom

Benchmarks: six custom rendered scenes (BistroInterior, BistroExterior, Sponza, Diningroom, Warmroom, Angel)

Metrics: PSNR SSIM RMSE FPS inference time

Baselines: AFS ANF NSRR RAE

Builds on: U-Net NSRR Chaitanya recurrent denoiser temporal anti-aliasing

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