Refactor execution pipeline

This commit is contained in:
MSXYZ-GenAI
2026-04-29 11:56:54 +03:00
parent 3ad29d3019
commit 162265a71f
+584 -311
View File
@@ -74,6 +74,7 @@ class VideoTAADLAA:
self._net_lock = threading.Lock()
self.texture_net_cache = {}
self._texture_lock = threading.Lock()
self._texture_missing_warned = False
for name, value in NODE_DEFAULTS.items():
@@ -169,7 +170,7 @@ class VideoTAADLAA:
return self.texture_net_cache[key]
# DLAANet Texture Model Loading
with self._net_lock:
with self._texture_lock:
if key in self.texture_net_cache:
return self.texture_net_cache[key]
@@ -390,6 +391,7 @@ class VideoTAADLAA:
return refined.clamp(0.0, 1.0)
def _resolve_frame_config(self, preset, is_single_image, rgb, taa):
# Auto is resolved per frame, after history is available.
if preset == "Auto":
if taa.history is not None and taa.history.shape == rgb.shape:
scene_motion = torch.abs(rgb - taa.history).mean().item()
@@ -517,356 +519,627 @@ class VideoTAADLAA:
return torch.clamp(out, 0.0, 1.0)
def execute(self, images, preset, detail_intensity=1.00, texture_intensity=1.00, motion_stability=1.00):
def _normalize_run_inputs(
self,
preset,
detail_intensity,
texture_intensity,
motion_stability,
):
if preset == "Sharp":
preset = "Detail"
elif preset == "Cinematic":
preset = "Smooth"
detail_intensity = max(0.0, min(float(detail_intensity), 2.0))
texture_intensity = max(0.0, min(float(texture_intensity), 2.0))
motion_stability = max(0.5, min(float(motion_stability), 2.0))
device = mm.get_torch_device() if mm else \
torch.device("cuda" if torch.cuda.is_available() else "cpu")
return preset, detail_intensity, texture_intensity, motion_stability
def _get_device(self):
if mm is not None:
return mm.get_torch_device()
return torch.device("cuda" if torch.cuda.is_available() else "cpu")
def _frame_blur_radius(self, preset, is_single_image):
if is_single_image:
return 0
return 0 if preset == "Detail" else 1
def _vram_mb(self, device):
try:
torch_device = torch.device(device)
except Exception:
return 0
if torch_device.type != "cuda" or not torch.cuda.is_available():
return 0
try:
device_index = torch_device.index
if device_index is None:
device_index = torch.cuda.current_device()
return torch.cuda.get_device_properties(device_index).total_memory // (1024 * 1024)
except Exception:
return 0
def _tile_size_for_vram(self, vram_mb):
if vram_mb <= 8192:
return 512
return 1024
def _log_tiling(self, height, width, tile_size):
if height <= tile_size and width <= tile_size:
return
tile_step = tile_size - 64
tile_count = ((height + tile_step - 1) // tile_step) * ((width + tile_step - 1) // tile_step)
log.debug(f"[DLAA] Tiled inference: {tile_count} tiles")
def _load_frame(self, images, frame_index, device):
img = images[frame_index:frame_index + 1].to(device).permute(0, 3, 1, 2).float()
return img[:, :3]
def _texture_net_for_run(self, device, preset, texture_intensity):
texture_cfg = self.texture_presets.get(preset, self.texture_presets["Balanced"])
if not self.texture_pass_enabled:
return None
if not texture_cfg.get("enabled", True):
return None
if texture_intensity <= 1e-5:
return None
return self._texture_net(device)
def _frame_params(self, frame_cfg, detail_intensity):
detail_boost = frame_cfg["detail_boost"]
edge_boost = frame_cfg["edge_boost"]
temporal_strength = frame_cfg["temporal_strength"]
micro_limit = frame_cfg["micro_limit"]
luma_boost_mult = frame_cfg["luma_boost_mult"]
saturation_boost_mult = frame_cfg["saturation_boost_mult"]
motion_threshold = frame_cfg["motion_threshold"]
taa_strength = frame_cfg["taa_strength"]
dlaa_strength = frame_cfg["dlaa_strength"]
tone_strength = frame_cfg["tone_strength"]
edge_sharp_strength = frame_cfg["edge_sharp_strength"]
motion_sensitivity = frame_cfg["motion_sensitivity"]
jitter_scale = frame_cfg["jitter_scale"]
detail_boost *= detail_intensity
edge_boost *= detail_intensity
edge_sharp_strength *= detail_intensity
micro_limit *= detail_intensity
return {
"detail_boost": detail_boost,
"edge_boost": edge_boost,
"temporal_strength": temporal_strength,
"micro_limit": micro_limit,
"luma_boost_mult": luma_boost_mult,
"saturation_boost_mult": saturation_boost_mult,
"motion_threshold": motion_threshold,
"taa_strength": taa_strength,
"dlaa_strength": dlaa_strength,
"tone_strength": tone_strength,
"edge_sharp_strength": edge_sharp_strength,
"motion_sensitivity": motion_sensitivity,
"jitter_scale": jitter_scale,
}
def _apply_jitter_and_taa(
self,
rgb,
taa,
net,
motion_sensitivity,
preset_jitter_scale,
taa_strength,
blur_radius,
):
motion_gate = 0.0
fid = taa.frame_id
jitter_count = self._jitter_count(net)
if jitter_count > 0:
taa.frame_id = (fid + 1) % jitter_count
else:
taa.frame_id = fid + 1
# Jitter is damped on motion to avoid shimmer.
adaptive_jitter_scale = preset_jitter_scale
if taa.history is not None and taa.history.shape == rgb.shape:
motion_estimate = torch.abs(rgb - taa.history).mean()
motion_gate = torch.clamp(
motion_estimate * self.motion_gate_scale,
0.0,
1.0,
)
jitter_damping = (
1.0 - motion_estimate * self.jitter_motion_damping
).clamp(0.45, 1.0)
adaptive_jitter_scale = preset_jitter_scale * jitter_damping
rgb = self._jitter(rgb, fid, adaptive_jitter_scale, net)
rgb = self._edge_aa(rgb, self.edge_threshold, blur_radius, net)
taa_out = taa.update(rgb, self.taa_alpha, motion_sensitivity)
rgb = torch.lerp(rgb, taa_out, taa_strength)
return rgb, motion_gate
def _run_dlaa_with_retry(self, net, rgb, tile_size, debug_stats, frame_index):
current_tile_size = tile_size
min_tile_size = 128
dlaa_out = None
last_oom_error = None
while current_tile_size >= min_tile_size:
try:
dlaa_out = self._tiled_forward(
net,
rgb,
tile_size=current_tile_size,
overlap=32,
)
if debug_stats and frame_index == 0:
raw_model_delta = (dlaa_out - rgb).abs().mean().item()
log.debug(f"[DLAA] raw_model_delta={raw_model_delta:.6f}")
break
except torch.OutOfMemoryError as e:
last_oom_error = e
if torch.cuda.is_available():
torch.cuda.empty_cache()
next_tile_size = current_tile_size // 2
if next_tile_size < min_tile_size:
log.error(
"DLAA tiled inference failed at minimum tile size %d.",
current_tile_size,
)
raise last_oom_error
log.warning(
"Out of VRAM at tile size %d, retrying with %d.",
current_tile_size,
next_tile_size,
)
current_tile_size = next_tile_size
if dlaa_out is None:
raise RuntimeError("DLAA tiled inference failed.")
return dlaa_out, current_tile_size
def _apply_model_residual(
self,
rgb,
dlaa_out,
preset,
debug_stats,
frame_index,
):
# Keep the model pass from shifting overall brightness.
dlaa_mean = dlaa_out.mean(dim=(1, 2, 3), keepdim=True)
rgb_mean = rgb.mean(dim=(1, 2, 3), keepdim=True)
dlaa_out = dlaa_out - dlaa_mean + rgb_mean
preset_model_weight = self.preset_model_weight.get(preset, 1.00)
# The network is used as a residual refiner, not a full replacement.
model_delta = dlaa_out - rgb
model_delta_value = None
if debug_stats:
model_delta_value = model_delta.abs().mean().item()
dlaa_out = torch.clamp(
rgb + model_delta * self.model_weight * preset_model_weight,
0.0,
1.0,
)
if debug_stats and frame_index == 0:
log.debug(f"[DLAA] model_delta_first={model_delta_value:.6f}")
return dlaa_out, model_delta_value
def _apply_highlight_preblend(self, dlaa_out, rgb, preset):
luma = rgb_luma(dlaa_out)
highlight_mask = torch.sigmoid((luma - self.highlight_threshold) * self.highlight_slope)
# Bright areas are easy to overcook, so pull them back early.
highlight_pre_blend = self.highlight_pre_blend * (
self.detail_highlight_pre_scale if preset == "Detail" else 1.0
)
dlaa_out = torch.lerp(dlaa_out, rgb, highlight_mask * highlight_pre_blend)
dlaa_out = torch.clamp(dlaa_out, 0.0, 1.0)
return dlaa_out, highlight_mask
def _apply_motion_suppression(
self,
preset,
detail_boost,
edge_boost,
micro_limit,
motion_gate,
motion_stability,
):
motion_cfg = MOTION_SUPPRESSION["Detail"] if preset == "Detail" else MOTION_SUPPRESSION["Default"]
detail_boost *= (1.0 - motion_gate * motion_cfg["detail"] * motion_stability)
edge_boost *= (1.0 - motion_gate * motion_cfg["edge"] * motion_stability)
micro_limit *= (1.0 - motion_gate * motion_cfg["micro"] * motion_stability)
return detail_boost, edge_boost, micro_limit
def _apply_detail_pass(
self,
dlaa_out,
net,
preset,
detail_boost,
edge_boost,
micro_limit,
edge_sharp_strength,
highlight_mask,
):
# Small residual detail pass after the model output.
local_avg_rgb = F.avg_pool2d(dlaa_out, 3, stride=1, padding=1)
fine_detail_rgb = dlaa_out - local_avg_rgb
luma = rgb_luma(dlaa_out)
fine_detail = rgb_luma(fine_detail_rgb)
texture_dark_mask = torch.clamp(
(luma - self.detail_dark_luma_start) / self.detail_dark_luma_range,
0.0,
1.0,
)
if preset in ["Detail"]:
dark_mask = texture_dark_mask
micro_limit = micro_limit * (
self.detail_dark_mix_base + self.detail_dark_mix_scale * dark_mask
)
else:
dark_mask = 1.0
detail_strength = fine_detail.abs().mean(dim=(1, 2, 3), keepdim=True)
detail_scale = (
self.detail_base_scale + (self.detail_ref_scale / (detail_strength + 1e-6))
).clamp(self.detail_min_scale, self.detail_max_scale)
fine_detail = fine_detail * torch.sigmoid(fine_detail * detail_scale)
fine_detail = fine_detail.clamp(-self.fine_detail_limit, self.fine_detail_limit)
local_detail = F.avg_pool2d(fine_detail.abs(), 7, stride=1, padding=3)
global_detail = fine_detail.abs().mean(dim=(1, 2, 3), keepdim=True)
edge_for_detail = torch.sqrt(
F.conv2d(luma, net.sobel_x, padding=1) ** 2 +
F.conv2d(luma, net.sobel_y, padding=1) ** 2 +
1e-6
)
edge_detail_weight = torch.sigmoid(
(edge_for_detail - self.edge_sharp_threshold) * self.edge_sharp_slope
)
detail_gain = (global_detail / (local_detail + 1e-6)).clamp(
self.detail_min_gain,
self.detail_max_gain,
)
detail_gain = detail_gain * (1.0 - local_detail.clamp(0.0, 0.5))
detail_gain = detail_gain * (1.0 + edge_detail_weight * self.detail_edge_boost)
detail_gain = detail_gain * (1.0 - highlight_mask * self.detail_highlight_suppression)
micro_detail = fine_detail_rgb * detail_gain * detail_boost * dark_mask
micro_detail = micro_detail.clamp(-micro_limit, micro_limit)
dlaa_out = dlaa_out + micro_detail
edge_mask = torch.sigmoid(
(edge_for_detail - self.edge_sharp_threshold) * self.edge_sharp_slope
)
edge_detail = fine_detail_rgb * edge_mask * (1.0 - highlight_mask)
edge_boosted = edge_detail * edge_sharp_strength * edge_boost * dark_mask
edge_boosted = edge_boosted.clamp(
-micro_limit * self.edge_detail_limit_scale,
micro_limit * self.edge_detail_limit_scale,
)
dlaa_out = dlaa_out + edge_boosted
return dlaa_out, texture_dark_mask
def _apply_tone_and_color_pass(
self,
dlaa_out,
rgb,
preset,
highlight_mask,
tone_strength,
luma_boost_mult,
saturation_boost_mult,
):
tone_mapped = dlaa_out / (dlaa_out + self.tone_curve_bias)
dlaa_out = torch.lerp(dlaa_out, tone_mapped, highlight_mask * tone_strength)
luma = rgb_luma(dlaa_out)
luma_boost = (
self.luma_boost_base *
luma_boost_mult *
(1.0 - highlight_mask * self.luma_highlight_protect)
)
dlaa_out = dlaa_out * (1.0 + luma_boost)
mean_rgb = dlaa_out.mean(dim=1, keepdim=True)
saturation_boost = (
self.saturation_boost_base *
saturation_boost_mult *
(1.0 - highlight_mask * self.saturation_highlight_protect)
)
dlaa_out = mean_rgb + (dlaa_out - mean_rgb) * (1.0 + saturation_boost)
highlight_post_blend = self.highlight_post_blend * (
self.detail_highlight_post_scale if preset == "Detail" else 1.0
)
dlaa_out = torch.lerp(dlaa_out, rgb, highlight_mask * highlight_post_blend)
return torch.clamp(dlaa_out, 0.0, 1.0)
def _apply_final_temporal_and_blend(
self,
rgb,
dlaa_out,
prev_dlaa_output,
preset,
temporal_strength,
motion_threshold,
dlaa_strength,
):
if prev_dlaa_output is not None:
if prev_dlaa_output.shape != dlaa_out.shape:
prev_dlaa_output = None
# Final temporal pass; Detail may keep this disabled.
dlaa_out = self._temporal_refine(
dlaa_out,
prev_dlaa_output,
strength=temporal_strength,
motion_threshold=motion_threshold,
)
prev_dlaa_output = dlaa_out.detach()
dlaa_out = torch.clamp(dlaa_out, 0.0, 1.0)
blend_weight = dlaa_strength * self.dlaa_blend_scale
if preset in ["Detail"]:
blend_weight = min(blend_weight * self.detail_blend_boost, 1.0)
rgb = torch.lerp(rgb, dlaa_out, blend_weight)
return rgb, prev_dlaa_output
def _apply_dlaa_pipeline(
self,
rgb,
net,
texture_net,
preset,
tile_size,
motion_gate,
detail_boost,
edge_boost,
temporal_strength,
micro_limit,
luma_boost_mult,
saturation_boost_mult,
motion_threshold,
dlaa_strength,
tone_strength,
edge_sharp_strength,
motion_stability,
texture_intensity,
prev_dlaa_output,
debug_stats,
frame_index,
):
if dlaa_strength <= 0:
return rgb, prev_dlaa_output, None
dlaa_out, current_tile_size = self._run_dlaa_with_retry(
net,
rgb,
tile_size,
debug_stats,
frame_index,
)
dlaa_out, model_delta_value = self._apply_model_residual(
rgb,
dlaa_out,
preset,
debug_stats,
frame_index,
)
dlaa_out, highlight_mask = self._apply_highlight_preblend(
dlaa_out,
rgb,
preset,
)
detail_boost, edge_boost, micro_limit = self._apply_motion_suppression(
preset,
detail_boost,
edge_boost,
micro_limit,
motion_gate,
motion_stability,
)
dlaa_out, texture_dark_mask = self._apply_detail_pass(
dlaa_out,
net,
preset,
detail_boost,
edge_boost,
micro_limit,
edge_sharp_strength,
highlight_mask,
)
dlaa_out = self._apply_texture_pass(
texture_net=texture_net,
dlaa_out=dlaa_out,
tile_size=current_tile_size,
motion_gate=motion_gate,
dark_mask=texture_dark_mask,
highlight_mask=highlight_mask,
preset=preset,
texture_intensity=texture_intensity,
motion_stability=motion_stability,
frame_index=frame_index,
)
dlaa_out = self._apply_tone_and_color_pass(
dlaa_out,
rgb,
preset,
highlight_mask,
tone_strength,
luma_boost_mult,
saturation_boost_mult,
)
rgb, prev_dlaa_output = self._apply_final_temporal_and_blend(
rgb,
dlaa_out,
prev_dlaa_output,
preset,
temporal_strength,
motion_threshold,
dlaa_strength,
)
return rgb, prev_dlaa_output, model_delta_value
def execute(self, images, preset, detail_intensity=1.00, texture_intensity=1.00, motion_stability=1.00):
preset, detail_intensity, texture_intensity, motion_stability = self._normalize_run_inputs(
preset,
detail_intensity,
texture_intensity,
motion_stability,
)
device = self._get_device()
B, H, W, C = images.shape
is_single_image = (B == 1)
if is_single_image:
blur_radius = 0
else:
blur_radius = 0 if preset == "Detail" else 1
blur_radius = self._frame_blur_radius(preset, is_single_image)
# Temporal state belongs to this execution only.
taa = TAAState()
prev_dlaa_output = None
net = self._net(device)
texture_cfg = self.texture_presets.get(preset, self.texture_presets["Balanced"])
texture_net = (
self._texture_net(device)
if (
self.texture_pass_enabled and
texture_cfg.get("enabled", True) and
texture_intensity > 1e-5
)
else None
)
out_list = []
texture_net = self._texture_net_for_run(device, preset, texture_intensity)
out_list = []
delta_sum = 0.0
delta_count = 0
debug_stats = log.isEnabledFor(logging.DEBUG)
if mm is not None:
try:
vram_mb = torch.cuda.get_device_properties(device).total_memory // (1024 * 1024)
except Exception:
vram_mb = 8192
else:
vram_mb = 8192
vram_mb = self._vram_mb(device)
tile_size = self._tile_size_for_vram(vram_mb)
self._log_tiling(H, W, tile_size)
if vram_mb <= 8192:
tile_size = 512
else:
tile_size = 1024
if H > tile_size or W > tile_size:
tile_step = tile_size - 64
tile_count = ((H + tile_step - 1) // tile_step) * ((W + tile_step - 1) // tile_step)
log.debug(f"[DLAA] Tiled inference: {tile_count} tiles")
progress = ProgressBar(B) if ProgressBar is not None else None
with torch.inference_mode():
# TAA needs frame order
for i in range(B):
img = images[i:i+1].to(device).permute(0, 3, 1, 2).float()
rgb = img[:, :3]
motion_gate = 0.0
# Auto is resolved per frame, after history is available.
with torch.inference_mode():
# TAA needs frame order.
for i in range(B):
rgb = self._load_frame(images, i, device)
frame_cfg = self._resolve_frame_config(
preset,
is_single_image,
rgb,
taa
taa,
)
params = self._frame_params(frame_cfg, detail_intensity)
rgb, motion_gate = self._apply_jitter_and_taa(
rgb,
taa,
net,
params["motion_sensitivity"],
params["jitter_scale"],
params["taa_strength"],
blur_radius,
)
detail_boost = frame_cfg["detail_boost"]
edge_boost = frame_cfg["edge_boost"]
temporal_strength = frame_cfg["temporal_strength"]
micro_limit = frame_cfg["micro_limit"]
luma_boost_mult = frame_cfg["luma_boost_mult"]
saturation_boost_mult = frame_cfg["saturation_boost_mult"]
motion_threshold = frame_cfg["motion_threshold"]
taa_strength = frame_cfg["taa_strength"]
dlaa_strength = frame_cfg["dlaa_strength"]
tone_strength = frame_cfg["tone_strength"]
edge_sharp_strength = frame_cfg["edge_sharp_strength"]
motion_sensitivity = frame_cfg["motion_sensitivity"]
preset_jitter_scale = frame_cfg["jitter_scale"]
rgb, prev_dlaa_output, model_delta_value = self._apply_dlaa_pipeline(
rgb=rgb,
net=net,
texture_net=texture_net,
preset=preset,
tile_size=tile_size,
motion_gate=motion_gate,
detail_boost=params["detail_boost"],
edge_boost=params["edge_boost"],
temporal_strength=params["temporal_strength"],
micro_limit=params["micro_limit"],
luma_boost_mult=params["luma_boost_mult"],
saturation_boost_mult=params["saturation_boost_mult"],
motion_threshold=params["motion_threshold"],
dlaa_strength=params["dlaa_strength"],
tone_strength=params["tone_strength"],
edge_sharp_strength=params["edge_sharp_strength"],
motion_stability=motion_stability,
texture_intensity=texture_intensity,
prev_dlaa_output=prev_dlaa_output,
debug_stats=debug_stats,
frame_index=i,
)
detail_boost *= detail_intensity
edge_boost *= detail_intensity
edge_sharp_strength *= detail_intensity
micro_limit *= detail_intensity
fid = taa.frame_id
jitter_count = self._jitter_count(net)
if debug_stats and model_delta_value is not None:
delta_sum += model_delta_value
delta_count += 1
if jitter_count > 0:
taa.frame_id = (fid + 1) % jitter_count
else:
taa.frame_id = fid + 1
# Jitter is damped on motion to avoid shimmer.
adaptive_jitter_scale = preset_jitter_scale
if taa.history is not None and taa.history.shape == rgb.shape:
motion_estimate = torch.abs(rgb - taa.history).mean()
motion_gate = torch.clamp(
motion_estimate * self.motion_gate_scale,
0.0,
1.0
)
jitter_damping = (
1.0 - motion_estimate * self.jitter_motion_damping
).clamp(0.45, 1.0)
adaptive_jitter_scale = preset_jitter_scale * jitter_damping
rgb = self._jitter(rgb, fid, adaptive_jitter_scale, net)
rgb = self._edge_aa(rgb, self.edge_threshold, blur_radius, net)
taa_out = taa.update(rgb, self.taa_alpha, motion_sensitivity)
rgb = torch.lerp(rgb, taa_out, taa_strength)
if dlaa_strength > 0:
current_tile_size = tile_size
min_tile_size = 128
dlaa_out = None
last_oom_error = None
while current_tile_size >= min_tile_size:
try:
dlaa_out = self._tiled_forward(
net,
rgb,
tile_size=current_tile_size,
overlap=32
)
if debug_stats and i == 0:
raw_model_delta = (dlaa_out - rgb).abs().mean().item()
log.debug(f"[DLAA] raw_model_delta={raw_model_delta:.6f}")
break
except torch.OutOfMemoryError as e:
last_oom_error = e
if torch.cuda.is_available():
torch.cuda.empty_cache()
next_tile_size = current_tile_size // 2
if next_tile_size < min_tile_size:
log.error(
"DLAA tiled inference failed at minimum tile size %d.",
current_tile_size
)
raise last_oom_error
log.warning(
"Out of VRAM at tile size %d, retrying with %d.",
current_tile_size,
next_tile_size
)
current_tile_size = next_tile_size
if dlaa_out is None:
raise RuntimeError("DLAA tiled inference failed.")
# Keep the model pass from shifting overall brightness.
dlaa_mean = dlaa_out.mean(dim=(1,2,3), keepdim=True)
rgb_mean = rgb.mean(dim=(1,2,3), keepdim=True)
dlaa_out = dlaa_out - dlaa_mean + rgb_mean
preset_model_weight = self.preset_model_weight.get(preset, 1.00)
# The network is used as a residual refiner, not a full replacement.
model_delta = dlaa_out - rgb
if debug_stats:
model_delta_value = model_delta.abs().mean().item()
delta_sum += model_delta_value
delta_count += 1
dlaa_out = torch.clamp(
rgb + model_delta * self.model_weight * preset_model_weight,
0.0,
1.0
)
if debug_stats and i == 0:
log.debug(f"[DLAA] model_delta_first={model_delta_value:.6f}")
luma = rgb_luma(dlaa_out)
highlight_mask = torch.sigmoid((luma - self.highlight_threshold) * self.highlight_slope)
# Bright areas are easy to overcook, so pull them back early.
highlight_pre_blend = self.highlight_pre_blend * (
self.detail_highlight_pre_scale if preset == "Detail" else 1.0
)
dlaa_out = torch.lerp(dlaa_out, rgb, highlight_mask * highlight_pre_blend)
dlaa_out = torch.clamp(dlaa_out, 0.0, 1.0)
motion_cfg = MOTION_SUPPRESSION["Detail"] if preset == "Detail" else MOTION_SUPPRESSION["Default"]
detail_boost *= (1.0 - motion_gate * motion_cfg["detail"] * motion_stability)
edge_boost *= (1.0 - motion_gate * motion_cfg["edge"] * motion_stability)
micro_limit *= (1.0 - motion_gate * motion_cfg["micro"] * motion_stability)
# Small residual detail pass after the model output.
local_avg_rgb = F.avg_pool2d(dlaa_out, 3, stride=1, padding=1)
fine_detail_rgb = dlaa_out - local_avg_rgb
luma = rgb_luma(dlaa_out)
fine_detail = rgb_luma(fine_detail_rgb)
texture_dark_mask = torch.clamp(
(luma - self.detail_dark_luma_start) / self.detail_dark_luma_range,
0.0,
1.0
)
if preset in ["Detail"]:
dark_mask = texture_dark_mask
micro_limit = micro_limit * (
self.detail_dark_mix_base + self.detail_dark_mix_scale * dark_mask
)
else:
dark_mask = 1.0
detail_strength = fine_detail.abs().mean(dim=(1,2,3), keepdim=True)
detail_scale = (self.detail_base_scale + (self.detail_ref_scale / (detail_strength + 1e-6))).clamp(self.detail_min_scale, self.detail_max_scale)
fine_detail = fine_detail * torch.sigmoid(fine_detail * detail_scale)
fine_detail = fine_detail.clamp(-self.fine_detail_limit, self.fine_detail_limit)
local_detail = F.avg_pool2d(fine_detail.abs(), 7, stride=1, padding=3)
global_detail = fine_detail.abs().mean(dim=(1,2,3), keepdim=True)
edge_for_detail = torch.sqrt(
F.conv2d(luma, net.sobel_x, padding=1) ** 2 +
F.conv2d(luma, net.sobel_y, padding=1) ** 2 +
1e-6
)
edge_detail_weight = torch.sigmoid((edge_for_detail - self.edge_sharp_threshold) * self.edge_sharp_slope)
detail_gain = (global_detail / (local_detail + 1e-6)).clamp(self.detail_min_gain, self.detail_max_gain)
detail_gain = detail_gain * (1.0 - local_detail.clamp(0.0, 0.5))
detail_gain = detail_gain * (1.0 + edge_detail_weight * self.detail_edge_boost)
detail_gain = detail_gain * (1.0 - highlight_mask * self.detail_highlight_suppression)
micro_detail = fine_detail_rgb * detail_gain * detail_boost * dark_mask
micro_detail = micro_detail.clamp(-micro_limit, micro_limit)
dlaa_out = dlaa_out + micro_detail
edge_mask = torch.sigmoid((edge_for_detail - self.edge_sharp_threshold) * self.edge_sharp_slope)
edge_detail = fine_detail_rgb * edge_mask * (1.0 - highlight_mask)
edge_boosted = edge_detail * edge_sharp_strength * edge_boost * dark_mask
edge_boosted = edge_boosted.clamp(
-micro_limit * self.edge_detail_limit_scale,
micro_limit * self.edge_detail_limit_scale
)
dlaa_out = dlaa_out + edge_boosted
dlaa_out = self._apply_texture_pass(
texture_net=texture_net,
dlaa_out=dlaa_out,
tile_size=current_tile_size,
motion_gate=motion_gate,
dark_mask=texture_dark_mask,
highlight_mask=highlight_mask,
preset=preset,
texture_intensity=texture_intensity,
motion_stability=motion_stability,
frame_index=i
)
tone_mapped = dlaa_out / (dlaa_out + self.tone_curve_bias)
dlaa_out = torch.lerp(dlaa_out, tone_mapped, highlight_mask * tone_strength)
luma = rgb_luma(dlaa_out)
luma_boost = self.luma_boost_base * luma_boost_mult * (1.0 - highlight_mask * self.luma_highlight_protect)
dlaa_out = dlaa_out * (1.0 + luma_boost)
mean_rgb = dlaa_out.mean(dim=1, keepdim=True)
saturation_boost = (
self.saturation_boost_base *
saturation_boost_mult *
(1.0 - highlight_mask * self.saturation_highlight_protect)
)
dlaa_out = mean_rgb + (dlaa_out - mean_rgb) * (1.0 + saturation_boost)
highlight_post_blend = self.highlight_post_blend * (
self.detail_highlight_post_scale if preset == "Detail" else 1.0
)
dlaa_out = torch.lerp(dlaa_out, rgb, highlight_mask * highlight_post_blend)
dlaa_out = torch.clamp(dlaa_out, 0.0, 1.0)
if prev_dlaa_output is not None:
if prev_dlaa_output.shape != dlaa_out.shape:
prev_dlaa_output = None
# Final temporal pass; Detail may keep this disabled.
dlaa_out = self._temporal_refine(
dlaa_out,
prev_dlaa_output,
strength=temporal_strength,
motion_threshold=motion_threshold
)
prev_dlaa_output = dlaa_out.detach()
dlaa_out = torch.clamp(dlaa_out, 0.0, 1.0)
blend_weight = dlaa_strength * self.dlaa_blend_scale
if preset in ["Detail"]:
blend_weight = min(blend_weight * self.detail_blend_boost, 1.0)
rgb = torch.lerp(rgb, dlaa_out, blend_weight)
rgb = torch.clamp(rgb, 0.0, 1.0)
out_list.append(rgb.permute(0, 2, 3, 1).cpu())
if progress is not None:
progress.update(1)
if mm is not None and i > 0 and i % 50 == 0:
mm.soft_empty_cache()
if debug_stats and delta_count > 0:
log.debug(f"[DLAA] model_delta_avg={delta_sum / delta_count:.6f}")
return (torch.cat(out_list, dim=0),)