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.