GFFE: G-buffer Free Frame Extrapolation for Low-latency Real-time Rendering
Songyin Wu, Deepak Vembar, Anton Sochenov, Selvakumar Panneer, Sungye Kim, Anton Kaplanyan, Ling-Qi Yan
TL;DR
GFFE tackles low-latency real-time rendering by extrapolating future frames without relying on extrapolated-frame G-buffers. It combines history-based motion estimation, hierarchical background collection, and an adaptive rendering window to fill disocclusions, followed by a lightweight shading correction network for non-geometric motion. The approach achieves competitive quality with G-buffer-dependent extrapolation and interpolation baselines while delivering real-time performance and easier integration. Extensive Unreal Engine experiments demonstrate robustness and generalization across scenes, with ablations confirming the value of each module. The work enables efficient, low-latency frame extrapolation suitable for modern game engines and streaming contexts, and can be combined with super-resolution or anti-aliasing techniques.
Abstract
Real-time rendering has been embracing ever-demanding effects, such as ray tracing. However, rendering such effects in high resolution and high frame rate remains challenging. Frame extrapolation methods, which don't introduce additional latency as opposed to frame interpolation methods such as DLSS 3 and FSR 3, boost the frame rate by generating future frames based on previous frames. However, it is a more challenging task because of the lack of information in the disocclusion regions, and recent methods also have a high engine integration cost due to requiring G-buffers as input. We propose a \emph{G-buffer free} frame extrapolation, GFFE, with a novel heuristic framework and an efficient neural network, to plausibly generate new frames in real-time without introducing additional latency. We analyze the motion of dynamic fragments and different types of disocclusions, and design the corresponding modules of the extrapolation block to handle them. After filling disocclusions, a light-weight shading correction network is used to correct shading and improve overall quality. GFFE achieves comparable or better results compared to previous interpolation as well as G-buffer-dependent extrapolation methods, with more efficient performance and easier game integration.
