CVGRDec 18, 2023

Low-latency Space-time Supersampling for Real-time Rendering

arXiv:2312.10890v15 citationsh-index: 11AAAI
Originality Highly original
AI Analysis

This work addresses the demand for efficient post-processing in real-time rendering for applications like gaming and VR, representing a novel method for a known bottleneck rather than an incremental improvement.

The paper tackles the problem of achieving high-resolution, high-frame-rate real-time rendering by addressing quality and latency issues in existing post-processing methods, resulting in a novel framework that achieves superior visual fidelity with only 4ms latency, saving up to 75% of time compared to conventional pipelines.

With the rise of real-time rendering and the evolution of display devices, there is a growing demand for post-processing methods that offer high-resolution content in a high frame rate. Existing techniques often suffer from quality and latency issues due to the disjointed treatment of frame supersampling and extrapolation. In this paper, we recognize the shared context and mechanisms between frame supersampling and extrapolation, and present a novel framework, Space-time Supersampling (STSS). By integrating them into a unified framework, STSS can improve the overall quality with lower latency. To implement an efficient architecture, we treat the aliasing and warping holes unified as reshading regions and put forth two key components to compensate the regions, namely Random Reshading Masking (RRM) and Efficient Reshading Module (ERM). Extensive experiments demonstrate that our approach achieves superior visual fidelity compared to state-of-the-art (SOTA) methods. Notably, the performance is achieved within only 4ms, saving up to 75\% of time against the conventional two-stage pipeline that necessitates 17ms.

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