Brain-MRI inpainting replaces a masked region of a scan with synthesized, anatomically plausible healthy tissue, so that analysis tools built for healthy brains can be applied to images they would otherwise reject. On the BraTS local-synthesis benchmark, which ranks submissions on the structural similarity index (SSIM), the peak signal-to-noise ratio, and the mean squared error (MSE) jointly, the strongest recent models are accurate, but several report blurry synthesized regions and attribute this to the mean-seeking behavior of the $\ell_1$ and MSE terms in their training losses. We address this in post-processing, forming a deep ensemble of the two co-first-place 2025 models and training a lightweight residual refiner on the ensemble's own outputs under an $\ell_1$ loss augmented with a structural-similarity term whose weight $λ$ we vary. At a moderate $λ$ the refiner improves SSIM over the ensemble, from $0.8767$ to $0.8780$ on a held-out reproduction of the official scorer and from $0.8555$ to $0.8572$ on the official validation leaderboard, with essentially no change in MSE. The gain is small but consistent, improving $62.6\%$ of the held-out cases with a signed-rank $p=2.2\times10^{-7}$, whereas over-weighting the structural term reverses it. Two ablations bound the effect. Adding any third model to the two-model ensemble degrades it, and classical unsharp masking fails to improve SSIM at any strength (best $0.8765$ against $0.8767$), so the gain reflects learned rather than indiscriminate sharpening. The result is a cheap, reproducible post-processing stage that improves an already strong ensemble without any large-scale retraining.
We propose a fidelity-constrained framework that anchors the output of a black-box denoiser to its input without retraining and with little additional computation. The method linearly blends the denoised image with the input and selects the maximum blending factor that satisfies a prescribed local fidelity constraint using Peak Signal-to-Noise Ratio (PSNR) or Structural Similarity Index (SSIM). For PSNR control, a closed-form solution is obtained under a local constant-blending assumption. For SSIM control, we derive a tractable formulation based on inverse SSIM under the same assumption and solve it efficiently using iterative root finding. Experiments on DIV2K images with synthetic Gaussian noise and outputs from Real-ESRGAN and a non-local means denoiser show that the proposed anchoring strategy provides effective fidelity control while balancing denoising performance and statistical naturalness, as measured by the excess kurtosis of residual noise. In particular, SSIM-based anchoring yields more consistent behavior across noise levels than PSNR-based anchoring.
Efficient and perceptually meaningful quality assessment is a fundamental requirement for image and video processing, compression, and streaming systems. This article shows that, in the context of Discrete Cosine Transform ( DCT)-based compressed images, Structural Similarity Index ( SSIM ) can be approximated from global Peak Signal to Noise Ratio (PSNR) or Mean Square Error ( MSE) using local statistics derived only from the reference image. While prior work assumes access to local MSE, we propose two approaches to approximate local MSE by redistributing the global MSE using variance or standard-deviation-based weighting. Experiments on the Kodak and Xiph Subset1 datasets across a range of JPEG quality levels demonstrate that both approaches provide accurate and robust SSIM approximations, substantially outperforming the global MSE baseline. The proposed framework is designed to extend naturally to video, where reference-derived statistics can be amortized across multiple encodes of the same content.
Achieving a desirable balance between rendering quality and real-time performance is a long-standing challenge in modern game and rendering engines, particularly on resource-constrained mobile devices such as laptops, tablets, and smartphones. Existing approaches to automatic rendering parameter optimization either depend on exhaustive per-scene pre-computation that spans several days, suffer from the prohibitive inference overhead of neural networks that prevents per-frame adaptation, or lack generalizability across heterogeneous hardware and diverse scenes. In this paper, we propose \textbf{LUT-Opt}, a lightweight, general-purpose framework for adaptive per-frame rendering parameter optimization. Our method decomposes the joint optimization of rendering time and image quality into a tractable two-stage pipeline. In the offline stage, we train a pair of XGBoost regressors to predict rendering time and image quality from rendering parameters, hardware state, and scene complexity descriptors. The trained ensemble models are then distilled into compact lookup tables (LUTs) through systematic discretization and a two-phase linear search that first constrains rendering time and subsequently maximizes structural similarity (SSIM). During runtime, the pre-computed LUT is queried every frame in sub-millisecond time, enabling truly adaptive parameter selection with negligible computational overhead. We validate LUT-Opt on two representative rendering techniques -- subsurface scattering (SSS) and hybrid-pipeline ambient occlusion (AO) -- implemented within Unreal Engine 5. Extensive experiments across multiple scenes and GPU configurations demonstrate that LUT-Opt reduces subsurface scattering rendering time by approximately 40\% and ambient occlusion rendering time by roughly 70\%, while incurring only about 2\% increase in image quality error, with per-frame inference latency below 0.1\ ms.