Super-Resolution by Predicting Offsets An Ultra-Efficient Super-Resolution Network for Rasterized Images

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Super-Resolution by Predicting Offsets:
An Ultra-Efficient Super-Resolution Network for
Rasterized Images
Jinjin Gu1,⋆, Haoming Cai2, Chenyu Dong3, Ruofan Zhang3, Yulun Zhang4,
Wenming Yang3, Chun Yuan3,5,
1The University of Sydney, 2University of Maryland, College Park,
3Tsinghua Shenzhen International Graduate School, Tsinghua University,
4ETH Z¨urich, 5Peng Cheng National Laboratory,
jinjin.gu@sydney.edu.au, hmcai@umd.edu,
{dcy20, zrf20}@mails.tsinghua.edu.cn, yulun100@gmail.com,
{yang.wenming, yuanc}@sz.tsinghua.edu.cn
Abstract. Rendering high-resolution (HR) graphics brings substantial
computational costs. Efficient graphics super-resolution (SR) methods
may achieve HR rendering with small computing resources and have
attracted extensive research interests in industry and research communi-
ties. We present a new method for real-time SR for computer graphics,
namely Super-Resolution by Predicting Offsets (SRPO). Our algorithm
divides the image into two parts for processing, i.e., sharp edges and flat-
ter areas. For edges, different from the previous SR methods that take
the anti-aliased images as inputs, our proposed SRPO takes advantage
of the characteristics of rasterized images to conduct SR on the raster-
ized images. To complement the residual between HR and low-resolution
(LR) rasterized images, we train an ultra-efficient network to predict the
offset maps to move the appropriate surrounding pixels to the new posi-
tions. For flat areas, we found simple interpolation methods can already
generate reasonable output. We finally use a guided fusion operation to
integrate the sharp edges generated by the network and flat areas by
the interpolation method to get the final SR image. The proposed net-
work only contains 8,434 parameters and can be accelerated by network
quantization. Extensive experiments show that the proposed SRPO can
achieve superior visual effects at a smaller computational cost than the
existing state-of-the-art methods.
1 Introduction
With the popularity of 4K or even 8K display devices, rendering graphics at
ultra-high resolution and high frame rates has attracted extensive research in-
terests in industry and research communities. However, achieving such a goal is
very challenging, as rendering graphics at high resolutions will bring huge compu-
tational costs, which poses severe challenges to graphics algorithms and graphic
Corresponding author.
arXiv:2210.04198v1 [eess.IV] 9 Oct 2022
2 Gu et al.
computing devices. Especially for mobile devices, the huge computational cost
also means high power consumption. Finding ways to enjoy high resolutions and
high frame rates without compromising graphics quality as much as possible has
become an imperative issue.
In addition to compromising graphics effects and texture quality, there is a
new paradigm in recent years to render low-resolution (LR) images first and
then super-resolve them to obtain high-resolution (HR) images. NVIDIA Deep
Learning Super Sampling (DLSS) technology and AMD FidelityFX Super Res-
olution (FSR) are two representative solutions that follow this new paradigm.
However, the poor visual effect and computationally unfriendly features of these
super-resolution (SR) methods restrict the application of such techniques. For
example, FSR uses traditional filtering methods to upsample and sharpen LR
images. This method is relatively easy to deploy on various graphics comput-
ing devices, but its visual effect is far from ideal. DLSS uses state-of-the-art
deep learning-based SR methods to obtain better perceptual effects, but deep
networks’ high computational cost makes such a solution only available on ded-
icated acceleration devices called NVIDIA Tensor Core. There is no solution
available for other devices that do not have such powerful neural computing
power.
Deep learning-based SR methods (SR networks) directly map LR rendered
images to HR rendered images with many stacked convolutional layers/filters.
One of the reasons for its success is to use a large number of learnable parameters
in exchange for sufficient model capacity. Some successful SR networks even
contain tens of millions of parameters, e.g., EDSR [20], and RRDBNet [28].
The state-of-the-art efficiency-oriented SR network also contains more than 200k
parameters, far short of real-time SR requirements. An efficient deep model
can be very “shallow” for widely deployed graphic devices, i.e., only three or
fewer convolutional layers. However, within this constraint, deep learning has no
precedent for success.
In this paper, we propose an ultra-efficient SR method for computer graph-
ics, especially for mobile platforms and their graphics applications. Some ob-
servations inspire our approach. Firstly, we argue that generating rich, detailed
textures for small SR networks is difficult. In this case, keeping the edges of the
SR image sharp is the most effective way to improve the perceptual effect. Our
method is mainly used to generate such sharp edges. Secondly, SR is generally
performed on anti-aliased images (i.e., FSR) because anti-aliased images typi-
cally have gradient distributions and visual effects similar to natural images. It
is very straightforward to borrow an algorithm that works on natural images
for anti-aliased images. However, the edges of the anti-aliased images have more
complex gradient distributions, and it is difficult for small SR networks to handle
such complex gradient changes. Rasterized images have simpler color changes,
obvious truncation of edges, and similar distributions under various rendering
engines than anti-aliased images. These properties allow us to perform SR on
rasterized images using simple operations without wasting the model’s capacity
to generate sharp edges.
Super-Resolution by Predicting Offsets 3
1-Layer CNN 3-Layer CNN 7-Layer CNN 30-Layer Residual CNN Ground Truth
Dierences
0.00
0.05
0.10
0.15
0.20
Fig. 1. For SR networks, the processing of edges is very important. It can be seen
that the 3-layer network mainly improves the edge compared to the network with only
one layer. Continuing to increase the network to seven layers did not bring significant
changes. Until we deepen the network to 30 layers, the network cannot generate sharper
edges. Nevertheless, for the real-time SR problem explored in this paper, how to use
a 3-layer network to generate as sharp, visually pleasing edges as possible is the key
issue.
In the light of the above discussion, we propose to perform SR directly on
rasterized images. The difference between HR and LR rasterized images usually
occurs in the change of edge pixels. This change is spatially abrupt (the “jagged”
edges), and it is difficult to make up for this difference with a simple convolutional
network. Our method predicts offsets that shift surrounding similarly colored
pixels to their desired positions to compensate for this sharp difference. The
new SR rasterized image obtained by this method retains the characteristics of
the rasterized image well and can produce sharp edges. We fuse these edges with
other areas obtained by the interpolation method to get the final output image.
With subsequent anti-aliasing (AA) algorithm, we can obtain super-resolved
rendered graphics at a small cost. Our final method uses only a three-layer
convolutional neural network, which can also be quantized and accelerated and
run on various devices with 8-bit integer without loss of final effects. We present
extensive experiments, and the final results show sharp edges and good visual
performance.
2 Related Work
Anti-Aliasing is a longstanding problem in computer graphics. Aliasing oc-
curs when sampling is insufficient during rendering because each pixel can only
belong to a specific object and receive a unique pixel value, so jagged and saw-
toothed effects can appear at the edges of such an object. Using higher sam-
pling rates is the most straightforward solution to ameliorate aliasing effects,
i.e., super-sample anti-aliasing (SSAA) and multisample anti-aliasing (MSAA).
These approaches are computationally expensive and difficult to be compatible
with modern rendering methods such as deferred lighting/shading, and thus not
4 Gu et al.
1X Rasterized image 2X Rasterized image 3X Rasterized image
Fig. 2. Samples of the generated training
images. We rendered 300 images of ran-
dom geometric objects with random gra-
dient colors, including triangles, circles,
rings, lines and bezier curves.
1X Rasterized image 2X Rasterized image
1X Anti-aliased image 2X Anti-aliased image Differences
Differences
Fig. 3. The differences between the ras-
terized images and the anti-aliased im-
ages. The residual images are between
the nearest neighbor upsampled LR im-
age and the HR image.
suitable for real-time applications for mobile devices. Another alternative anti-
aliasing paradigm is optimising the visual effects of rasterized images through
image post-processing methods. The most used alternative to MSAA was edge
detection and blurring, which is simple, but the results are significantly lower
quality than MSAA. In 2009, Reshetov proposed morphological anti-aliasing
(MLAA) [24] that performs anti-aliasing with rule-based pixel blending accord-
ing to certain patterns in the neighborhood. MLAA has gained extensive atten-
tion and applications and inspired many post-processing AA algorithms, e.g.,
FXAA, SMAA [12], Filmic SMAA and DLAA. Most of these algorithms have
already been applied and created good visual effects. However, AA algorithms
do not increase the resolution of the rendered image, and they can only reduce
jagged artifacts at the native resolution.
Super-Resolution (SR) aims at creating HR images according to the LR
observations. The simplest way to perform SR is through interpolation-based
methods that generate HR pixels by averaging neighboring LR pixels, e.g., bicu-
bic, bilinear and Lanczos. These methods are computationally efficient, but the
results are over-smoothed as the interpolated pixels are locally similar to neigh-
bouring pixels and thus have insufficient visual effects. AMD FSR algorithm first
employs a Lanzocs-like upsampling method and uses a sharpening filter to opti-
mize overly smooth edges. A new fundamental paradigm shift in image process-
ing has resulted from the development of data-driven or learning-based methods
in recent years. Since Dong et. al. [5] introduce the first SR network, plenty of
deep learning based SR methods have been proposed, including deeper networks
[6,14,25], recurrent architectures [15,26], residual architectures [20,18,28,19], and
attention networks [32,4,3]. Network-based methods are also used in computer
graphics [13,27]. More related to this work, Xiao et al. [30] propose a dense video
SR network for graphics rendering. These SR networks can achieve impressive
SR results, but the massive parameters and the expensive computational cost
摘要:

Super-ResolutionbyPredictingOffsets:AnUltra-EfficientSuper-ResolutionNetworkforRasterizedImagesJinjinGu1,⋆,HaomingCai2,ChenyuDong3,RuofanZhang3,YulunZhang4,WenmingYang3,ChunYuan3,5,⋆1TheUniversityofSydney,2UniversityofMaryland,CollegePark,3TsinghuaShenzhenInternationalGraduateSchool,TsinghuaUniversi...

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