用于实时虚拟现实渲染的神经凹陷超分辨率

IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Computer Animation and Virtual Worlds Pub Date : 2024-07-11 DOI:10.1002/cav.2287
Jiannan Ye, Xiaoxu Meng, Daiyun Guo, Cheng Shang, Haotian Mao, Xubo Yang
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引用次数: 0

摘要

随着虚拟现实显示技术的发展,分辨率和刷新率不断接近人类的感知极限,给实时渲染算法带来了挑战。神经超分辨率有望降低计算成本,并通过提升低分辨率渲染来增强视觉体验。然而,运行神经网络所增加的工作量不容忽视。在本文中,我们试图利用人类视觉系统的有焦点特性来减轻负担,即根据视觉敏锐度从焦点向外围迅速下降的规律,以异构的方式而不是统一的超分辨率来提升粗糙输入。借助实时渲染内容中固有的动态和几何信息(即像素级运动矢量、深度和相机变换),我们提出了一种神经累加器,可以有效地将摊销后渲染的低分辨率视觉信息从一帧到另一帧进行循环累加。通过利用分区-集合方案,我们使用神经超分辨率模块,根据低分辨率图像的感知重要性,将其上采样为不同的质量,并自适应地重建最终输出。实时生成的高保真视网膜高分辨率帧的感知质量超过了其他视网膜超分辨率方法。
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Neural foveated super-resolution for real-time VR rendering

As virtual reality display technologies advance, resolutions and refresh rates continue to approach human perceptual limits, presenting a challenge for real-time rendering algorithms. Neural super-resolution is promising in reducing the computation cost and boosting the visual experience by scaling up low-resolution renderings. However, the added workload of running neural networks cannot be neglected. In this article, we try to alleviate the burden by exploiting the foveated nature of the human visual system, in a way that we upscale the coarse input in a heterogeneous manner instead of uniform super-resolution according to the visual acuity decreasing rapidly from the focal point to the periphery. With the help of dynamic and geometric information (i.e., pixel-wise motion vectors, depth, and camera transformation) available inherently in the real-time rendering content, we propose a neural accumulator to effectively aggregate the amortizedly rendered low-resolution visual information from frame to frame recurrently. By leveraging a partition-assemble scheme, we use a neural super-resolution module to upsample the low-resolution image tiles to different qualities according to their perceptual importance and reconstruct the final output adaptively. Perceptually high-fidelity foveated high-resolution frames are generated in real-time, surpassing the quality of other foveated super-resolution methods.

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来源期刊
Computer Animation and Virtual Worlds
Computer Animation and Virtual Worlds 工程技术-计算机:软件工程
CiteScore
2.20
自引率
0.00%
发文量
90
审稿时长
6-12 weeks
期刊介绍: With the advent of very powerful PCs and high-end graphics cards, there has been an incredible development in Virtual Worlds, real-time computer animation and simulation, games. But at the same time, new and cheaper Virtual Reality devices have appeared allowing an interaction with these real-time Virtual Worlds and even with real worlds through Augmented Reality. Three-dimensional characters, especially Virtual Humans are now of an exceptional quality, which allows to use them in the movie industry. But this is only a beginning, as with the development of Artificial Intelligence and Agent technology, these characters will become more and more autonomous and even intelligent. They will inhabit the Virtual Worlds in a Virtual Life together with animals and plants.
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