Publications

Handheld Multi-Frame Super-Resolution, ACM Siggraph 2019 Technical Paper

B. Wronski, I. Garcia-Dorado, M. Ernst, D. Kelly, M. Krainin, C.K. Liang, M. Levoy, and P. Milanfar, * to appear in ACM Transactions on Graphics, Vol. 38, No. 4, Article 28, July 2019 (SIGGRAPH 2019)

* Authors are affiliated with Google Research, 1600 Amphitheatre Parkway, Mountain View, CA, 94043

unnamed (1)

Project Website

Paper

High res (21MB) Low res (9MB)

Supplementary Material

High res (23MB) Low res (5MB)

We present a multi-frame super-resolution algorithm that supplants the need for demosaicing in a camera pipeline by merging a burst of raw images. In the above figure we show a comparison to a method that merges frames containing the same-color channels together first, and is then followed by demosaicing (top). By contrast, our method (bottom) creates the full RGB directly from a burst of raw images. This burst was captured with a hand-held mobile phone and processed on the device. Note in the third (red) inset that the demosaiced result exhibits aliasing (Moiré), while our result takes advantage of this aliasing, which changes on every frame in the burst, to produce a merged result in which the aliasing is gone but the cloth texture becomes visible.

Volumetric fog: Unified, compute shader based solution to atmospheric scattering, ACM Siggraph 2014

sig2014

PPTX Version – 83MB (with movies)

PDF Version with presenter notes – 6MB

This talk presents “Volumetric Fog”, a novel technique developed by Ubisoft Montreal for Assassin’s Creed 4: Black Flag for next-gen consoles and PCs.

The technique addresses problem of calculating in unified, coherent and optimal way various atmospheric effects related to the atmospheric scattering:

  • Fog, smoke and haze with varying participating media density
  • „God rays”
  • Light-shafts
  • Volumetric lighting and shadows

Developed technique supports varying density of participating media, multiple light sources, is compatible with both deferred and forward shading and is faster than existing ray marching approaches.

Assassin’s Creed 4: Road to Next-gen Graphics, GDC 2014

gdc2014

Presentation

PDF Version – 4.11MB

PDF Version with presenter notes – 9.63MB

PPTX Version without the movies – 7MB

PPTX Version with the movies – 164MB

Movies separate download

Global Illumination – time of day cycle – 17 MB

Volumetric fog – animated plants shadows – 21 MB

Volumetric fog – local lights support – 39 MB

Screenspace reflections – on / off video – 79MB

This talk will describe the novel techniques and easy-to-integrate effects of Assassin’s Creed IV that contribute to the next-gen look. It will provide attendees with basic information about porting various GPU effects to next-gen consoles. The talk is divided into four parts. First, there will be a description of deferred normalized irradiance probes – a GI technique that is based on FarCry 3 deferred radiance transfer volumes. The next part will describe volumetric fog – a novel technique that simulates various light scattering phenomena through the use of compute shaders and light accumulation in volumetric textures. The third part will include information about atmospheric and material effects such as GPU-simulated rain particles and raymarched screenspace reflections that can easily contribute to the next-gen look of the game without many content or pipeline changes. Finally, there will be a brief description of AMD Southern Islands architecture and practical lessons learned while developing/porting/optimizing those GPU effects to PlayStation 4 and Xbox One.

Assassin’s Creed 4: Lighting, weather and atmospherics, Digital Dragons 2014

dd2014

PPTX Version, 226MB – but worth it (tons of videos!)

PPTX Version with extremely compressed videos, 47MB

PDF Version with sparse notes, 6MB

PDF Version, no notes, 7MB

Other publications

GPU Pro 6: Advanced Rendering Techniques

9781482264616

A K Peters/CRC Press
Published September 11, 2015
Reference – 586 Pages – 279 Color Illustrations
ISBN 9781482264616 – CAT# K24427

Two articles:

Deferred Normalized Irradiance Probes, John Huelin, Benjamin Rouveyrol, and Bartlomiej Wronski

Volumetric Fog and Lighting, Bartlomiej Wronski

9 Responses to Publications

  1. Pingback: My GDC 2014 slides are up | Bart Wronski

  2. Pingback: GCN – two ways of latency hiding and wave occupancy | Bart Wronski

  3. Pingback: Digital Dragons 2014 slides | Bart Wronski

  4. Pingback: Siggraph 2014 talk slides are up! | Bart Wronski

  5. Pingback: Volumetric lights - Alexandre Pestana

  6. Pingback: Major C#/.NET graphics framework update + volumetric fog code! | Bart Wronski

  7. Pingback: Digital Dragons 2014 programming track | knarkowicz

  8. Pingback: Adventures in postprocessing with Unity | Interplay of Light

  9. Pingback: hikari – Implementing Single-Scattering | devfault

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