Facebook shows DLSS-like Neural SuperSampling

Posted on Monday, July 06 2020 @ 11:41 CEST by Thomas De Maesschalck
Facebook published a paper (PDF) that describes a machine learning-based approach to upsample images. The neural supersampling from Facebook seems similar to NVIDIA's Deep Learning Super Sampling, but it does not require any proprietary hardware or software. Facebook will reveal the technique at SIGGRAPH 2020.
Closest to our work, Nvidia has recently released deep-learned supersampling (DLSS) [Edelsten et al. 2019] that upsamples low-resolution rendered content with a neural network in real-time.

In this paper, we introduce a method that is easy to integrate with modern game engines, requires no special hardware (e.g., eye tracking) or software (e.g., proprietary drivers for DLSS), making it applicable to a wider variety of existing software platforms, acceleration hardware and displays.

We observed that, for neural supersampling, the additional auxiliary information provided by motion vectors proved particularly impactful. The motion vectors define geometric correspondences between pixels in sequential frames. In other words, each motion vector points to a subpixel location where a surface point visible in one frame could have appeared in the previous frame. These values are normally estimated by computer vision methods for photographic images, but such optical flow estimation algorithms are prone to errors. In contrast, the rendering engine can produce dense motion vectors directly, thereby giving a reliable, rich input for neural supersampling applied to rendered content.

Our method is built upon the above observations, and combines the additional auxiliary information with a novel spatio-temporal neural network design that is aimed at maximizing the image and video quality while delivering real-time performance.

At inference time, our neural network takes as input the rendering attributes (color, depth map and dense motion vectors per frame) of both current and multiple previous frames, rendered at a low resolution. The output of the network is a high-resolution color image corresponding to the current frame. The network is trained with supervised learning. At training time, a reference image that is rendered at the high resolution with anti-aliasing methods, paired with each low-resolution input frame, is provided as the target image for training optimization.
Target applications for Facebook may include AR and VR applications for its Oculus platform.



Via: a href="https://wccftech.com/neural-supersampling-is-a-hardware-agnostic-dlss-alternative-by-facebook/" target="_blank">WCCF Tech


About the Author

Thomas De Maesschalck

Thomas has been messing with computer since early childhood and firmly believes the Internet is the best thing since sliced bread. Enjoys playing with new tech, is fascinated by science, and passionate about financial markets. When not behind a computer, he can be found with running shoes on or lifting heavy weights in the weight room.



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