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scanning through it for the clause that gives away what slight of hand was used to correctly get BERLIN from nothing. Suspects > and combines the additional
by carrolldunham 6y ago
scanning through it for the clause that gives away what slight of hand was used to correctly get BERLIN from nothing. Suspects
> and combines the additional auxiliary information
> multiple frames
In other words, the label "Low Resolution Input" on the blurry images is misleading. The image should be labelled "some of the input".
- Vel0cityX 6y agoNo idea what "some of the input" means, or why you thought "Low Resolution Input" is disingenuous? It uses color, depth and subpixel motion vectors of 1-4 previous frames. All things that modern game engines can easily calculate. You didn't even need to read the paper to get this info, it's literally in a picture on the blog post.
- carrolldunham 6y agoRight - so a single low-res image should not be paired with the high-res one and labelled as input and output, because that implies the algorithm turned the one data into the other, which it did not do.
- pseudosavant 6y agoThis isn't about upsampling low-res bitmaps. It is a technique for upsampling the output of a game engine. The low-res image is itself output generated from a lot of other input the game engine generates. That same input that is already being generated anyway can also be fed into this to improve the post-processing. Finding ways to productively reuse already existing/generated data is the hallmark of any top (graphically) game. I read a detailed write-up on the graphics pipeline for GTA:V on Xbox 360. It blew my mind how many different ways they reused every single bit that ever hit the RAM. Which explains how they pulled off those graphics on a system with half as much RAM as an Apple Watch.