Froxel Grid Upscaling for Temporally Coherent Volumetric Rendering
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Solution Overview
Problem
Existing methods for rendering volumetric effects in video graphics applications, such as smoke or fire, result in high computational costs, leading to slow production or reduced frame rates, and low-quality, temporally incoherent results due to low resolution rendering and temporal blending.
Innovation Solution
A machine learning model is trained using a low-resolution froxel grid generated by the existing pipeline as input and a high-resolution target, with a process that freezes the game state to generate a high spatiotemporal resolution froxel grid, reducing temporal blending and improving quality with minimal computational overhead.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If volumetric effects are rendered at high resolution with full computational detail, then image quality and temporal coherence are improved, but computational cost increases significantly
Solution Approach 1:
The patent creates a training set where high-resolution volumetric renderings are generated by repeatedly rendering the same frozen scene state at high resolution, then uses these pre-computed high-res images to train a machine learning model. The model learns to generate high-resolution volumetric effects from low-resolution inputs, effectively copying the complex rendering results without performing the expensive computations in real-time during gameplay.
Solution Approach 2:
The patent performs the computationally intensive high-resolution rendering in advance during a training phase, before the actual gameplay occurs. By pre-computing and storing high-resolution volumetric data for various scene states, the system eliminates the need to perform these expensive calculations during real-time gameplay, thus reducing computational burden while maintaining high image quality.
2Productivity
If low resolution rendering is used to reduce computational overhead, then frame rate is maintained, but temporal resolution is sacrificed causing flickering
Solution Approach 1:
The patent uses machine learning to copy and upscale low-resolution volumetric data into high-resolution output. The trained model takes low-resolution frame data as input and generates high-resolution output that maintains temporal coherence, effectively copying the quality of high-resolution rendering while operating at low-resolution computational cost during real-time gameplay.
Solution Approach 2:
The patent changes the resolution parameter dynamically - using low resolution for computational efficiency during gameplay while the machine learning model compensates by generating high-resolution output through upscaling. This parameter transformation allows the system to maintain both high frame rates and high temporal resolution without the traditional trade-off.
3Manufacturing precision
If temporal blending is applied to smooth low-resolution results, then visual quality is improved, but temporal coherence is reduced
Solution Approach 1:
The patent trains the machine learning model to copy high-resolution volumetric characteristics directly from pre-computed training data. Instead of using temporal blending to smooth results, the model learns to preserve temporal coherence by copying the precise high-resolution details that were captured during the training phase, eliminating the need for post-processing blending operations.
Solution Approach 2:
The patent replaces the mechanical approach of temporal blending (which smooths but blurs temporal details) with a machine learning-based upscaling approach. The neural network model substitutes for the traditional image processing pipeline, generating sharp high-resolution output that maintains temporal coherence without relying on blending operations that would compromise temporal stability.
Data Source
AI summary
A method of generating a training set for a machine learning model to upscale volumetric effect froxel grids comprises, for a source of input data for the training set, generating a low-resolution froxel grid for respective ones of a plurality of frames in sequence, the generating comprises time-averaging values contributing to the froxel grid; assigning for a given frame in the sequence the corresponding generated low-resolution froxel grid as a source of input data. For a source of target data for the training set, at the given frame in the sequence, freezing the state of a scene that is being rendered; generating a high-resolution froxel grid for repeated instances of the given frame and scene state; selecting a high resolution froxel grid generated after a predetermined number of repeated instances; and assigning the selected generated high-resolution froxel grid for the given frame as a source of target data.


