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Feng Zesen, Zhang Weitao, Chen Yanqi, Zhang Jiawei, Guo Yanwen, Guo Jie. Overview of Real-Time Rendering Super-Resolution and Frame GenerationJ. Journal of Computer-Aided Design & Computer Graphics, 2026, 38(4): 639-657. DOI: 10.3724/SP.J.1089.2025-00502
Citation: Feng Zesen, Zhang Weitao, Chen Yanqi, Zhang Jiawei, Guo Yanwen, Guo Jie. Overview of Real-Time Rendering Super-Resolution and Frame GenerationJ. Journal of Computer-Aided Design & Computer Graphics, 2026, 38(4): 639-657. DOI: 10.3724/SP.J.1089.2025-00502

Overview of Real-Time Rendering Super-Resolution and Frame Generation

  • As real-time rendering incorporates increasingly complex scene content and higher display specifications, graphics devices are approaching performance bottlenecks. Super-resolution (SR) and frame generation (FG) solutions can achieve visual effect comparable to native rendering while operating at low resolutions and frame rates. Different from general SR and FG methods, SR and FG for real-time rendering face stricter performance requirements while accessing more comprehensive auxiliary information from rendering engines (e.g., depth, motion vectors), thus playing a crucial role in fields such as virtual reality (VR) and video games. This paper provides a systematic review of SR and FG methods for real-time rendering. Firstly, the basic definitions and core concepts of SR and FG are introduced. Subsequently, existing methods are classified into three categories—SR-only, FG-only, and joint SR-FG—then analyzed and compared. Finally, the research progress of SR and FG methods for real-time rendering is summarized, and potential future research directions are discussed, including scene-aware SR and FG, hardware implementation of relevant algorithms, and parallelization of SR/FG with normal rendering.
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