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#fidelityfxsuperresolution#fsr#upscaling

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

SIGGRAPH Advances in Real-Time Rendering

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  • Recommended by 1 person: 1 in engineering communities.
  • Presented by Timothy Lottes, GPU architect at AMD
  • May be out of date. The tools, versions or practices it shows have likely moved on.

Advanced. Deep dive for people who know the field.

5.8K views5 years ago1 recommendation

Graphics and audioGame developmentRenderingPerformance and optimizationGPUs, shaders and CUDA

Timothy Lottes explains the inner workings of AMD's FSR1 spatial upscaling algorithm and its integration into Unity's rendering pipeline.

This talk provides in-depth intuition and details about AMD's FSR1 scaling algorithm, as well as shares the architecture behind integrating this technique into Unity's high-definition rendering pipeline. Part of the SIGGRAPH 2021 Advances in Real-Time Rendering in Games course (advances.realtimerendering.com/). 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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1 person recommends this

What people say. Recommended as an in-depth technical resource on spatial upscaling and super-resolution algorithms.

u/msqrtin r/GraphicsProgramming • Recommends

On “Are there technical papers on recent Super Sampling technologies? (FSR, XeSS, UE5 Temporal Super Sampling)”

There's also a video of the talk on FSR given at last year's Siggraph: link to this video . There's also a relatively recent paper on the state of the art in TAA: http://behindthepixels.io/assets/files/TemporalAA.pdf, though UE5's implementation probably has some tricks that are not covered. FSR and DLSS are "super-resolution" (read: upscaling) technologies, btw, not super sampling. "Super sampling" refers to taking more samples than your final image will have and averaging those -- basically "render larger picture and downscale the result". They're kind of the opposites to each other: FSR and DLSS try to draw less pixels and come up with more to speed things up, super sampling draws more pixels to co…