4 ms·
It is using TAA-upsampling and I think the only DL part is replacing the neighborhood clamping filter with a trained function. You can look at the tradeoffs of
by cma 6y ago
It is using TAA-upsampling and I think the only DL part is replacing the neighborhood clamping filter with a trained function.
You can look at the tradeoffs of neighborhood clamping/clipping here:
https://de45xmedrsdbp.cloudfront.net/Resources/files/TemporalAA_small-59732822.pdf https://de45xmedrsdbp.cloudfront.net/Resources/files/Tempora...
Those slides were before TAA upsampling was added, but the issues are similar once it is in place too. Unreal Engine already has TAA upsampling, but has to fight against the issues mentioned in the Nvidia presentation.
Nvidia trained it for specific upsampling multiples, so the main functional difference with existing TAA upsampling is it can't do continuous base-resolution changes.