dlss 2 0 image reconstruction for real time rendering
play

DLSS 2.0 IMAGE RECONSTRUCTION FOR REAL-TIME RENDERING WITH DEEP - PowerPoint PPT Presentation

DLSS 2.0 IMAGE RECONSTRUCTION FOR REAL-TIME RENDERING WITH DEEP LEARNING Shiqiu (Edward) Liu, Sr. Research Scientist, August 6 th 2020 ABOUT ME 7 years of real-time rendering research and development at NVIDIA Key contributors to several


  1. DLSS 2.0 – IMAGE RECONSTRUCTION FOR REAL-TIME RENDERING WITH DEEP LEARNING Shiqiu (Edward) Liu, Sr. Research Scientist, August 6 th 2020

  2. ABOUT ME 7 years of real-time rendering research and development at NVIDIA Key contributors to several next-gen rendering technologies • DLSS, real-time ray tracing and denoising, VR Rendering Developed technologies/algorithms that shipped in many titles and game engines 3

  3. NEXT GEN GAMES NEED SUPER RESOLUTION Ray tracing, physics, AR/VR, and higher resolution displays drive up GPU computing needs exponentially Ray tracing alone can demand many times the computing power of traditional rendering techniques Super resolution technique become necessary RTX GPUs have tensor cores to accelerate deep learning workloads 4

  4. DLSS 1.0 5

  5. INTRODUCING DLSS 2.0 4K 1080p Great Image Quality 4x Upscaling Ratio Generalized Model 1.5ms at 4K on 2080Ti Details rival native resolution 540p to 1080p, 1080p to 4k One model to rule them all! Works on all RTX GPUs at all resolution 6

  6. 720p 8

  7. DLSS 1.0 720p to 1080p 9

  8. 720p 10

  9. DLSS 1.0 720p to 1080p 11

  10. DLSS 2.0 720p to 1080p 12

  11. DLSS 1.0 720p to 1080p 13

  12. DLSS 2.0 720p to 1080p 14

  13. 1080p 15

  14. DLSS 2.0 720p to 1080p 16

  15. 1080p 17

  16. DLSS 2.0 720p to 1080p 18

  17. 540p

  18. DLSS 2.0 540p to 1080p 20

  19. 540p

  20. DLSS 2.0 540p to 1080p 22

  21. 23 540p 720p DLSS2.0 DLSS1.0 540p TAA 1080p TAA 23

  22. 24 540p 720p DLSS2.0 DLSS1.0 540p TAA 1080p TAA 24

  23. 540p - 89fps 25

  24. 1080p - 48fps 26

  25. 540p to 1080p w/ DLSS2.0 - 86fps 27

  26. 1080p - 48fps 28

  27. 540p to 1080p w/ DLSS2.0 - 86fps 29

  28. 32spp Reference 1080p 30

  29. 540p to 1080p w/ DLSS2.0 - 86fps 31

  30. 32spp Reference 1080p 32

  31. 540p 1080p TAA DLSS2.0 32spp 540p TAA Reference 33

  32. DLSS 2.0 - ACCELERATED RENDERING Rendering Cost DLSS Cost DLSS ON 6 1.5 DLSS OFF 16 0 34

  33. DLSS 2.0 PERFORMANCE BOOSTS Performance Mode � 1080p to 4K 35

  34. � DLSS is impressive to the point where I believe you'd be nuts not to use it. � � Digital Foundry � The upscaling power of this new AI driven algorithm is extremely impressive… it�s basically a free performance button. � � Hardware Unboxed 36

  35. SHIPPING IN THE FOLLOWING TITLES 37

  36. CHALLENGES IN IMAGE SUPER-RES FOR REAL-TIME RENDERING 38

  37. RECONSTRUCTION 101 Ground Truth Function Discrete Samples Reconstructed Function 39

  38. RECONSTRUCTION 101 Double the sampling rate Ground Truth Function Discrete Samples Reconstructed Function 40

  39. RECONSTRUCTION 101 41

  40. RECONSTRUCTION 101 42

  41. DLSS PROBLEM STATEMENT Low resolution High resolution sampling rate reconstruction 43

  42. DLSS PROBLEM STATEMENT With DLSS Resolution / Image Quality Traditional Better Performance Cost of Rendering 44

  43. SINGLE IMAGE SUPER-RES Previous work Reconstruct high resolution image by interpolating the low-resolution pixels Common choices are bilinear, bicubic, lanczos Contrast aware sharpening deep neural networks can hallucinate new pixels conditioned on existing pixels based on priors or training data [Ledig et al. 2017] 45

  44. SINGLE IMAGE SUPER-RES Resulted images lack details compared to native high-resolution images Images may be inconsistent with native rendering because of hallucination, and temporally unstable Reconstructed with Reconstructed with High res samples linear interpolation DL or other interpolation 46

  45. SINGLE IMAGE SUPER-RES Resulted images lack details compared to native high-resolution images Images may be inconsistent with native rendering because of hallucination, and temporally unstable Native DL Upscaled Rendering 720p to 1080p 1080p 47

  46. 1080p with TAA 48

  47. 540p to 1080p DLSS2.0 49

  48. 540p Bicubic Upsampled to 1080p 50

  49. 540p to 1080p with ESRGAN 51

  50. 540p 1080p TAA DLSS2.0 540p TAA 540p Bicubic ESRGAN 52

  51. MULTI-FRAME SUPER-RES Previous work Less ill-posed than single image super-res, restore true optical details better Designed for videos or burst mode photography, not leveraging rendering specific information Optical flow vs. geometric motion vector • Pixels vs samples • Using frames in the future • [Sajjadi et al. 2018] [Wronski et al. 2019] 53

  52. SPATIAL-TEMPORAL SUPER SAMPLING Previous work Temporal Antilasing (TAA) Checkerboard Rendering (CBR) [Yang09, Lottes11, Sousa11, Karis14, Salvi16] [ElMansouri16, Carpentier17, Wilidal17] Temporal Upsampling 54 [Yang09, Herzog10, Malan12, Valient14, Aalto16, Epic18] References can be found in <A Survey of Temporal Antialiasing Techniques>, Yang et al.

  53. SPATIAL-TEMPORAL SUPER SAMPLING Reconstruct high resolution image using samples from across multiple frames Effective sampling rate drastically increased Reconstructed image much closer to ground truth Ground Truth Function Prev. Function Discrete Samples Prev. Discrete Samples Reconstructed Function 55

  54. SPATIAL-TEMPORAL SUPER SAMPLING The de�il�� i� �he de�ail� Samples from previous frames might no longer be correct due to content changes Using samples from previous frame naively might lead to artifacts like ghosting 56

  55. SPATIAL-TEMPORAL UPSAMPLING History Rectification Traditional spatial-temporal upsampling algorithms leverages heuristics to rectify invalid samples from previous frames However common rectification heuristics often trade off between different artifacts: Blurriness, temporal instability, even moire pattern vs. lagging and ghosting [Yang et al. 2020] 57

  56. NEIGHBORHOOD CLAMPING Most commonly used sample rectification technique [Karis14], [Salvi16] Clamp previous frames samples to the min/max of the neighboring current frame samples Resulted in loss in details in the reconstructed image Discrete Samples Prev. Discrete Samples 58

  57. Ghosting Happens without History Rectification 59

  58. NEIGHBORHOOD CLAMPING Blurriness/Losing details 1spp Input Reconstruction with clamping Reconstruction without clamping [Yang et al. 2020] 60

  59. NEIGHBORHOOD CLAMPING Blurriness/Losing detail When perform temporal upsampling, clamping introduces more loss in detail Since bounding boxes are calculated from a low-resolution image 61

  60. Reconstruction with clamping, Reconstruction w/o clamping, ¼ res input ¼ res input 62

  61. Reconstruction with clamping, Reconstruction w/o clamping, ¼ res input ¼ res input 63

  62. Temporal Instability 1080p TAA with clamping 65

  63. Temporal Instability 540p to 1080p TAAU with Clamping 66

  64. NEIGHBORHOOD CLAMPING Temporal Instability and Moire Frame N Frame N+1 Frame N+3 Frame N+2 [Yang et al. 2020] Discrete Samples Prev. Discrete Samples Before Clamping After Clamping 67

  65. 540p to 1080p TAAU w/o Clamping 68

  66. REAL-TIME SUPER-RES CHALLENGES Single frame approach Blurry image quality Inconsistent with native rendering Temporally unstable Multi-frame approach Heuristics to detect and rectifies changes across frames Limitation in heuristics causing blurriness, temporal instability and ghosting 69

  67. DLSS 2.0: DL BASED MULTI-FRAME RECONSTRUCTION DLSS uses a neural network trained from tens of thousands of high-quality images Neural networks are much more powerful than handcrafted heuristics Much higher quality reconstructions using samples from multiple frames Ground Truth Function Prev. Function Discrete Samples Prev. Discrete Samples Reconstructed Function Multi-frame samples and GT function 70

  68. DLSS 2.0: DL BASED MULTI-FRAME RECONSTRUCTION DLSS uses a neural network trained from tens of thousands of high-quality images Neural networks are much more powerful than handcrafted heuristics Much higher quality reconstructions using samples from multiple frames Ground Truth Function Prev. Function Discrete Samples Prev. Discrete Samples Reconstructed Function Multi-frame samples and GT function 71

  69. DLSS 2.0: DL BASED MULTI-FRAME RECONSTRUCTION DLSS uses a neural network trained from tens of thousands of high-quality images Neural networks are much more powerful than handcrafted heuristics Much higher quality reconstructions using samples from multiple frames Ground Truth Function Prev. Function Discrete Samples Prev. Discrete Samples Reconstructed Function DLSS reconstruction Multi-frame samples and GT function Non-DL reconstruction 72

  70. DLSS 2.0 540p to 1080p 73

  71. 1080p TAA 540p DLSS 2.0 540p TAAU 77

  72. 1080p TAA 540p DLSS 2.0 540p TAAU 81

  73. Thank you! : @edliu1105 : @ 文刀秋二

Recommend


More recommend