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.

https://www.semanticscholar.org/paper/Multistep-joint-bilateral-depth-upsampling-Riemens-Gangwal/1ddf9ad017faf63b04778c1ddfc2330d64445da8

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.

Joint Bilateral Upsampling#
/*
   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.

Joint Bilateral Upsampling (Self-Guided)#
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;
}