ArtCNN is a collection of simple SISR CNNs aimed at anime content.
Two distinct architectures are currently offered:
R
: Bigger model aimed mostly at non real-time tasks like rescaling. On top of having more filters per convolution layer, the model was also made much deeper with the help of residual blocks and short-skip connections. Offered only in the ONNX format.C
: Original ArtCNN models optimised mostly for speed. These should only be used for real-time tasks like video playback. The architecture consists of a series of convolution layers aided by a single long-skip connection. Offered in the ONNX format and as GLSL shaders.
4 sizes are currently offered:
R16F96
: This has 16 residual blocks and 96 filters per convolution layer. Should generally give you the best reconstruction quality. ~4m params.R8F64
: This has 8 residual blocks and 64 filters per convolution layer. An attempt at balancing quality and performance for non real-time tasks. ~926k params.C4F32
: This has 4 internal convolution layers with 32 filters each. Use this on real-time tasks if your system can handle it. ~48k params.C4F16
: This has 4 internal convolution layers with 16 filters each. Cheaper variant that should work well on most modern GPUs. ~12k params.
Regarding the suffixes:
- Models without any suffixes are the baseline. These are neutral luma doublers.
DS
variants are trained to denoise and sharpen, which is usually useful for most web sources.Chroma
variants are trained to reconstruct chroma. These are intended to be used on 4:2:0 content and will not work correctly in any other scenario.
ArtCNN is trained on a combination of high-quality anime frames and fanart. Models trained only on anime or fanart can be found under the Flavours
directory. These might be useful depending on what you're upscaling.
You may occasionaly find some models under the Experiments
directory. This is meant to serve as a testing grounds.
Add something like this to your mpv config:
vo=gpu-next
glsl-shader="path/to/shader/ArtCNN_C4F16_DS.glsl"
ArtCNN is natively supported by vs-mlrt. Please follow the instructions found there.
Alternatively, can also run the GLSL shaders with vs-placebo.