Papers
Topics
Authors
Recent
Search
2000 character limit reached

Training and Predicting Visual Error for Real-Time Applications

Published 13 Oct 2023 in cs.GR, cs.CV, and cs.LG | (2310.09125v1)

Abstract: Visual error metrics play a fundamental role in the quantification of perceived image similarity. Most recently, use cases for them in real-time applications have emerged, such as content-adaptive shading and shading reuse to increase performance and improve efficiency. A wide range of different metrics has been established, with the most sophisticated being capable of capturing the perceptual characteristics of the human visual system. However, their complexity, computational expense, and reliance on reference images to compare against prevent their generalized use in real-time, restricting such applications to using only the simplest available metrics. In this work, we explore the abilities of convolutional neural networks to predict a variety of visual metrics without requiring either reference or rendered images. Specifically, we train and deploy a neural network to estimate the visual error resulting from reusing shading or using reduced shading rates. The resulting models account for 70%-90% of the variance while achieving up to an order of magnitude faster computation times. Our solution combines image-space information that is readily available in most state-of-the-art deferred shading pipelines with reprojection from previous frames to enable an adequate estimate of visual errors, even in previously unseen regions. We describe a suitable convolutional network architecture and considerations for data preparation for training. We demonstrate the capability of our network to predict complex error metrics at interactive rates in a real-time application that implements content-adaptive shading in a deferred pipeline. Depending on the portion of unseen image regions, our approach can achieve up to $2\times$ performance compared to state-of-the-art methods.

Definition Search Book Streamline Icon: https://streamlinehq.com
References (40)
  1. Amazon Lumberyard. 2017. Amazon Lumberyard Bistro, Open Research Content Archive (ORCA). http://developer.nvidia.com/orca/amazon-lumberyard-bistro
  2. Towards better understanding of gradient-based attribution methods for deep neural networks. arXiv preprint arXiv:1711.06104 (2017).
  3. Adaptive texture space shading for stochastic rendering. In Computer Graphics Forum, Vol. 33. Wiley Online Library, 341–350.
  4. FLIP: a difference evaluator for alternating images. Proceedings of the ACM on Computer Graphics and Interactive Techniques 3, 2 (2020), 1–23.
  5. The Falcor Rendering Framework. https://github.com/NVIDIAGameWorks/Falcor
  6. Swaroop Bhonde. 2019. Easy VRS Integration with Eye Tracking. https://developer.nvidia.com/blog/vrs-wrapper/. Accessed: 2021-03-05.
  7. A lazy object-space shading architecture with decoupled sampling. In Proceedings of the Conference on High Performance Graphics. Citeseer, 19–28.
  8. Leonardo Carrion. 2016. Battle Damaged Sci-fi Helmet - PBR. https://sketchfab.com/3d-models/battle-damaged-sci-fi-helmet-pbr-b81008d513954189a063ff901f7abfe4
  9. AMFS: adaptive multi-frequency shading for future graphics processors. ACM Transactions on Graphics (TOG) 33, 4 (2014), 1–12.
  10. A sort-based deferred shading architecture for decoupled sampling. ACM Transactions on Graphics (TOG) 32, 4 (2013), 1–10.
  11. Blender Online Community. 2018. Blender - a 3D modelling and rendering package. Blender Foundation, Stichting Blender Foundation, Amsterdam. http://www.blender.org
  12. Michal Drobot. 2020. Software-based Variable Rate Shading in Call of Duty: Modern Warfare. (2020). https://research.activision.com/publications/2020-09/software-based-variable-rate-shading-in-call-of-duty--modern-war The 47TH International Conference and Exhibition on Computer Graphics and Interactive Techniques.
  13. Epic Games. 2017. Unreal Engine Sun Temple, Open Research Content Archive (ORCA). http://developer.nvidia.com/orca/epic-games-sun-temple
  14. Time-Warped Foveated Rendering for Virtual Reality Headsets. In Computer Graphics Forum, Vol. 40. Wiley Online Library, 110–123.
  15. Neural temporal adaptive sampling and denoising. In Computer Graphics Forum, Vol. 39. Wiley Online Library, 147–155.
  16. Karl E Hillesland and JC Yang. 2016. Texel shading. In Proceedings of the 37th Annual Conference of the European Association for Computer Graphics: Short Papers. 73–76.
  17. Intel Corp. 2019. Intel Processor Graphics Gen11 Architecture. Technical Report.
  18. Perceptual model for adaptive local shading and refresh rate. ACM Transactions on Graphics (TOG) 40, 6 (2021), 1–18.
  19. Manuel Kraemer. 2018. Accelerating Your VR Games with VRWorks. In NVIDIAs GPU Technology Conference (GTC).
  20. Deep recursive hdri: Inverse tone mapping using generative adversarial networks. In proceedings of the European Conference on Computer Vision (ECCV). 596–611.
  21. Gábor Liktor and Carsten Dachsbacher. 2012. Decoupled deferred shading for hardware rasterization. In Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games. 143–150.
  22. Edward Liu. 2017. Lens Matched Shading and Unreal Engine 4 Integration. https://developer.nvidia.com/lens-matched-shading-and-unreal-engine-4-integration-part-1. Accessed: 2021-03-05.
  23. Edward Liu. 2020. DLSS 2.0 - Image Reconstruction for Real-time Rendering with Deep Learning. In NVIDIAs GPU Technology Conference (GTC).
  24. Morgan McGuire. 2017. Computer Graphics Archive. https://casual-effects.com/data
  25. Real-time Monte Carlo Denoising with the Neural Bilateral Grid. (2020).
  26. Temporally Adaptive Shading Reuse for Real-Time Rendering and Virtual Reality. ACM Transactions on Graphics (TOG) 40, 2 (2021), 1–14.
  27. Kate Anderson Nicholas Hull and Nir Benty. 2017. NVIDIA Emerald Square, Open Research Content Archive (ORCA). http://developer.nvidia.com/orca/nvidia-emerald-square
  28. NVIDIA Corp. 2018. NVIDIA TURING GPU ARCHITECTURE. Technical Report.
  29. Towards foveated rendering for gaze-tracked virtual reality. ACM Transactions on Graphics (TOG) 35, 6 (2016), 1–12.
  30. Decoupled sampling for graphics pipelines. ACM Transactions on Graphics (TOG) 30, 3 (2011), 1–17.
  31. Jeremy Shopf. 2009. Mixed resolution rendering. In Game Developers Conference.
  32. Learning important features through propagating activation differences. In International Conference on Machine Learning. PMLR, 3145–3153.
  33. Ee-Leng Tan and Woon-Seng Gan. 2015. Computational models for just-noticeable differences. In Perceptual Image Coding with Discrete Cosine Transform. Springer, 3–19.
  34. A reduced-precision network for image reconstruction. ACM Transactions on Graphics (TOG) 39, 6 (2020), 1–12.
  35. Luminance-contrast-aware foveated rendering. ACM Transactions on Graphics (TOG) 38, 4 (2019), 1–14.
  36. Dataset and metrics for predicting local visible differences. ACM Transactions on Graphics (TOG) 37, 5 (2018), 1–14.
  37. Geometry-aware framebuffer level of detail. In Computer Graphics Forum, Vol. 27. Wiley Online Library, 1183–1188.
  38. Lei Yang and Dmitry Zhdan. 2019. Adaptive Shading Overview.
  39. Visually lossless content and motion adaptive shading in games. Proceedings of the ACM on Computer Graphics and Interactive Techniques 2, 1 (2019), 1–19.
  40. The unreasonable effectiveness of deep features as a perceptual metric. In Proceedings of the IEEE conference on computer vision and pattern recognition. 586–595.
Citations (1)

Summary

No one has generated a summary of this paper yet.

Paper to Video (Beta)

No one has generated a video about this paper yet.

Whiteboard

No one has generated a whiteboard explanation for this paper yet.

Open Problems

We haven't generated a list of open problems mentioned in this paper yet.

Continue Learning

We haven't generated follow-up questions for this paper yet.

Collections

Sign up for free to add this paper to one or more collections.