Temporally Stable Real-Time Joint Neural Denoising and Supersampling

IF 2.3 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING
M. M. Thomas, Gabor Liktor, Christoph Peters, Sung-ye Kim, K. Vaidyanathan, A. Forbes
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引用次数: 7

Abstract

Recent advances in ray tracing hardware bring real-time path tracing into reach, and ray traced soft shadows, glossy reflections, and diffuse global illumination are now common features in games. Nonetheless, ray budgets are still limited. This results in undersampling, which manifests as aliasing and noise. Prior work addresses these issues separately. While temporal supersampling methods based on neural networks have gained a wide use in modern games due to their better robustness, neural denoising remains challenging because of its higher computational cost. We introduce a novel neural network architecture for real-time rendering that combines supersampling and denoising, thus lowering the cost compared to two separate networks. This is achieved by sharing a single low-precision feature extractor with multiple higher-precision filter stages. To reduce cost further, our network takes low-resolution inputs and reconstructs a high-resolution denoised supersampled output. Our technique produces temporally stable high-fidelity results that significantly outperform state-of-the-art real-time statistical or analytical denoisers combined with TAA or neural upsampling to the target resolution.
时间稳定的实时联合神经去噪和超采样
光线跟踪硬件的最新进展使实时路径跟踪成为可能,光线跟踪的柔和阴影、光泽反射和漫反射全局照明现在是游戏中的常见功能。尽管如此,射线预算仍然有限。这会导致采样不足,表现为混叠和噪声。先前的工作分别解决了这些问题。虽然基于神经网络的时间超采样方法由于其更好的鲁棒性而在现代游戏中得到了广泛的应用,但神经去噪由于其较高的计算成本而仍然具有挑战性。我们介绍了一种用于实时渲染的新型神经网络架构,该架构结合了超采样和去噪,从而与两个独立的网络相比降低了成本。这是通过将单个低精度特征提取器与多个高精度滤波器级共享来实现的。为了进一步降低成本,我们的网络采用低分辨率输入,并重建高分辨率去噪超采样输出。我们的技术产生了时间稳定的高保真度结果,显著优于最先进的实时统计或分析去噪器,结合TAA或神经上采样达到目标分辨率。
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来源期刊
CiteScore
2.90
自引率
0.00%
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