Improved Spatial Upscaling through FidelityFX Super Resolution for Real-Time Game Engines

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All methods shared in the presentation are illustrated with diagrams, images, and performance numbers. First part dives into the details and inner workings of FSR1 scaling algorithm. With a focus on teaching the optimization principles used in its design, and to leave the viewer with some creative thoughts on image processing. Second part covers integration into a modern physically-based deferred and forward rendering pipeline in Unity.

Speaker Bios:

Timothy Lottes specializes in GPU algorithms and optimization with a background in photography. Currently focusing on new graphics technology at Unity as part of the Graphics Innovation Group. Prior work included authoring FidelityFX shaders like CAS and LPM at AMD, working on TAA and mobile post processing at Epic, and authoring FXAA/TXAA at NVIDIA.

Kleber Garcia has a M. Sc. in Computer Science from the Florida Institute of Technology. He led the rendering team for the Madden franchise during the first drop of Xbox One and PS4. He later joined the Frostbite rendering team in Stockholm where he implemented shadow systems, character material and lighting models, and post process effects. He architected and led the development of an open world GPU probe system currently shipping in Battlefield 6 and Need for Speed HEAT. Kleber has joined the frontlines at Unity Technologies where he has delivered the DLSS integration. He is an avid coffee drinker, foodie, and has a passion for all things GPU and work pranks.
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Are there something missing? Besides EASU where is RCAS?😅😅

zpo
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I thought AI fixed this problem already? I saw something from two minute papers where it could take an extremely pixelated image and make it look high res and even fill in details that would be impossible to determine. Was it a lie?

jsmdnq
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So it’s just a lancos up sample with sharpening. No wonder it’s no where near as good as DLSS

chengong