Multi-Level Bilateral Upsampling on the GPU#
This function implements a multi-level bilateral filtering technique for joint bilateral upsampling.
This technique upsamples a low-resolution image (e.g., motion vectors) using a high-resolution guide image (the image itself, color buffer, depth buffer) while preserving edges. It combines information from the low-resolution image and a downsampled version of the high-resolution guide.
See also
Riemens, B., Gangwal, O.P., Barenbrug, B., & Berretty, R. (2009). Multistep joint bilateral depth upsampling. Electronic imaging.
Multi-Level Bilateral Filtering#
Joint bilateral upsampling effectively transfers details from a high-resolution guide to a low-resolution image. However, using a single guide level can lead to artifacts, especially around sharp edges. Multi-level bilateral filtering addresses this by incorporating information from a downsampled version of the guide, providing a broader context for the filtering process. This results in smoother upsampling with better edge preservation.
/*
This is a function used for Joint Bilateral Upsampling implemented in HLSL. Inspired by Riemens et al. (2009).
---
Riemens, B., Gangwal, O.P., Barenbrug, B., & Berretty, R. (2009). Multistep joint bilateral depth upsampling. Electronic imaging.
https://www.semanticscholar.org/paper/Multistep-joint-bilateral-depth-upsampling-Riemens-Gangwal/1ddf9ad017faf63b04778c1ddfc2330d64445da8
*/
float4 UpsampleMotionVectors(
sampler Image, // This should be 1/2 the size as GuideHigh.
sampler GuideHigh, // This should be 2/1 the size as Image and GuideLow.
sampler GuideLow, // This should be 1/2 the size as GuideHigh (MipLODBias = 1.0).
float2 Tex
)
{
const float WeightSigma = 4e-4;
const float WeightDemoninator = 1.0 / (2.0 * WeightSigma * WeightSigma);
float2 PixelSize = ldexp(fwidth(Tex.xy), 1.0);
// Store center pixel for reference.
float4 Reference = tex2D(GuideHigh, Tex);
float4 BilateralSum = 0.0;
float4 WeightSum = 0.0;
[unroll]
for (int dx = -1; dx <= 1; ++dx)
{
[unroll]
for (int dy = -1; dy <= 1; ++dy)
{
// Calculate offset.
float2 Offset = float2(float(dx), float(dy));
float2 OffsetTex = Tex + (Offset * PixelSize);
// Calculate guide and image samples.
float4 ImageSample = tex2Dlod(Image, float4(OffsetTex, 0.0, 0.0));
float4 GuideSample = tex2D(GuideLow, OffsetTex);
// Calculate weight
float2 Difference = GuideSample.xy - Reference.xy;
float SpatialWeight = exp(-dot(Difference, Difference) * WeightDemoninator);
float Weight = SpatialWeight + exp(-10.0);
BilateralSum += (ImageSample * Weight);
WeightSum += Weight;
}
}
return BilateralSum / WeightSum;
}
Self-Guided Optimization#
In the original multi-level bilateral filtering approach, the spatial weight is calculated using the difference between the high-resolution guide and its downsampled version. However, in scenarios where the low-resolution image and the downsampled guide share similar properties (e.g., when the guide is derived from the image itself), we can simplify the process by directly using the low-resolution image for calculating the spatial weight.
This modification eliminates the need for an explicit downsampled guide and can improve performance by reducing texture fetches. Using the image as a guide, we maintain the edge-preserving characteristics while optimizing the computation.
float4 UpsampleMotionVectors(
sampler Image, // This should be 1/2 the size as Guide
sampler Guide, // This should be 2/1 the size as Image
float2 Tex
)
{
const float WeightSigma = 4e-4;
const float WeightDemoninator = 1.0 / (2.0 * WeightSigma * WeightSigma);
float2 PixelSize = ldexp(fwidth(Tex.xy), 1.0);
// Store center pixel for reference
float4 Reference = tex2D(Guide, Tex);
float4 BilateralSum = 0.0;
float4 WeightSum = 0.0;
[unroll]
for (int dx = -1; dx <= 1; ++dx)
{
[unroll]
for (int dy = -1; dy <= 1; ++dy)
{
// Calculate offset
float2 Offset = float2(float(dx), float(dy));
float2 OffsetTex = Tex + (Offset * PixelSize);
// Calculate the difference and normalize it from FP16 range to [-1.0, 1.0) range
// We normalize the difference to avoid precision loss at the higher numbers
float4 ImageSample = tex2Dlod(Image, float4(OffsetTex, 0.0, 0.0));
float2 Difference = ImageSample.xy - Reference.xy;
float SpatialWeight = exp(-dot(Difference, Difference) * WeightDemoninator);
float Weight = SpatialWeight + exp(-10.0);
BilateralSum += (ImageSample * Weight);
WeightSum += Weight;
}
}
return BilateralSum / WeightSum;
}