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Ian Stephenson

dblp:84/2686 · DBLP profile ↗
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2ranked-venue papers
1as first author
1since 2021 · last 2025
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
2 papers
Rendering · 91% Image and video processing · 9%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
neural rendering
0.912025
Taming High-Resolution Auxiliary G-Buffers for Deep Supersampling of Rendered Content · IEEE Trans. Vis. Comput. Graph. 2025
Rendering
real-time rendering
0.912025
Taming High-Resolution Auxiliary G-Buffers for Deep Supersampling of Rendered Content · IEEE Trans. Vis. Comput. Graph. 2025
Rendering › antialiasing
supersampling
0.912025
Taming High-Resolution Auxiliary G-Buffers for Deep Supersampling of Rendered Content · IEEE Trans. Vis. Comput. Graph. 2025
Image and video processing › image resampling › image rescaling
image upsampling
0.312025
Taming High-Resolution Auxiliary G-Buffers for Deep Supersampling of Rendered Content · IEEE Trans. Vis. Comput. Graph. 2025

Methods — techniques the papers use, named apart from their topics

occlusion-aware blending · 0.9neural network · 0.9gated encoder · 0.9attention · 0.9
YearPublicationVenuePosition
2025 Taming High-Resolution Auxiliary G-Buffers for Deep Supersampling of Rendered Content
abstract
High-resolution images come with rich color information and texture details. Due to the rapid upgrading of display devices and rendering technologies, high-resolution real-time rendering faces the computational overhead challenge. To address this, the current mainstream solution is to render at a lower resolution and then upsample to the target resolution by supersampling techniques. However, while many prior supersampling approaches have attempted to exploit rich rendered data such as color, depth, motion vectors at low resolution, there is little discussion on how to harness high-frequency information that is readily available in the high-resolution (HR) G-buffers of modern renders. In this article, we seek to investigate how to fully leverage information from HR G-buffers to maximize the visual quality of supersampling results. We propose a neural network for real-time supersampling of rendered content, which is based on several core designs, including gated G-buffers encoder, G-buffers attended encoder and reflection-aware loss. These designs are especially made for the sake of effectively using HR G-buffers, enabling faithful recovery of a variety of high-frequency scene details from low-resolution, highly aliased inputs. Furthermore, a simple occlusion-aware blender is proposed to efficiently rectify dis-occluded features in the warped previous frame, allowing us to better exploit history information to improve temporal stability. The experiments show that our method, equipped with strong ability to harness HR G-buffer information, significantly improves the visual fidelity of high-resolution reconstructions upon previous state-of-the-art methods, even for challenging $4 \times 4$4×4 upsampling, while still being compute-efficient.
Pengjie Wang 0001, Chengzhi Yuan, Jie Guo 0001, Xiaosong Yang, Houjie Li, Ian Stephenson, Jian Chang 0001, Ying Cao 0001
IEEE Trans. Vis. Comput. Graph.6
2003 Implementing RenderMan on the Sony PS2
abstract
No abstract available.
Ian Stephenson
SIGGRAPH1