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Low-Latency Space-Time Supersampling for Real-Time Rendering

AAAI 2024 · Architectures and efficiency › RNNs and normalization · approach: Dataset condensation and flow estimation · 3 citations (OpenAlex)

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Proposes Space-Time Supersampling (STSS), a unified network that jointly performs frame supersampling and extrapolation for real-time rendering, using G-buffers and motion vectors, with random reshading masking and an efficient reshading module.

Problem

Real-time rendering needs both higher resolution and higher frame rate, but existing pipelines run supersampling and frame extrapolation separately, causing redundancy, aliasing, warping-hole artifacts, and high latency.

Approach

Treats aliasing regions and warping holes as unified "reshading regions" and handles them with a single shared network that uses G-buffer and motion vectors; adds Random Reshading Masking (random rectangles added to the occlusion mask) and an Efficient Reshading Module (local attention over nearby regions with similar BRDF features, masking invalid warped pixels).

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Use the unified STSS framework rather than separately optimizing supersampling and extrapolation (ablation)STSSNet · Lewis (LE), SF and EFPSNR: 34.39/34.29 -> 35.02/34.72Helped
Add G-buffer input (ablation)STSSNet · Lewis (LE), SF and EFPSNR: 34.32/33.52 -> 35.02/34.72Helped
Add Random Reshading Masking (RRM) (ablation)STSSNet · Lewis (LE), SF and EFPSNR: 34.18/33.98 -> 35.02/34.72Helped
Add Efficient Reshading Module (ERM) (ablation)STSSNet · Lewis (LE), SF and EFPSNR: 34.91/34.62 -> 35.02/34.72Helped
Add Efficient Reshading Module (ERM) (ablation)STSSNet · Lewis, edges and warping holesPSNR: 23.84 / 26.44 -> 23.95 / 26.52Helped
Use STSSNet instead of ExtraNet+NSRRSTSSNet · Lewis (LE), SF and EFPSNR: 34.29/33.87 -> 35.02/34.72Helped
Use STSSNet instead of ExtraNet+NSRRSTSSNet · Subway (SW), SF and EFPSNR: 30.18/29.88 -> 31.00/30.35Helped
Use STSSNet instead of ZoomingSloMoSTSSNet · Lewis (LE), SF and EFLPIPS: 0.050/0.054 -> 0.018/0.020Helped
Use STSSNet instead of ExtraNet+NSRRSTSSNet · Arena (AR), SF and EF (cross-scene)PSNR: 33.14/31.97 -> 33.36/32.40Mixed
Use STSSNet instead of the two-stage ExtraNet+NSRR pipelineSTSSNet · 1080P-target inferencetime (ms): 10.3(1.8) / 20.4(15.4) -> 9.0(4.4)Helped

Surprising findings

Limitations

Experimental setup

Datasets: Unreal Engine rendered dataset (Lewis, SunTemple, Subway, Arena)

Benchmarks: Unreal Engine rendered dataset (Lewis, SunTemple, Subway, Arena)

Metrics: PSNR SSIM LPIPS VMAF runtime (ms) parameters

Baselines: RIFE+EDVR RIFE+NSRR ExtraNet+EDVR ExtraNet+NSRR ZoomingSloMo FXAA TAA DLSS

Builds on: NSRR ExtraNet ZoomingSloMo EDVR RIFE

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