The image enhancement here is happening "in camera", like a fragment shader; but it's using a lot more context than the sort of local/cellular kernels that fragment shaders usually are.
Look at e.g. the gutters on the roads, where there are leaves/dirt — they get filled in with tons of extra perceptual texture (texture that exists in the projection plane, rather than texture that exists "on" the road), bringing them up to the same LoD as the rest of the road.
If that texture was "pushed back" to the origin texture, said texture would have to exist at some sort of ridiculous resolution that modern graphics cards wouldn't have a hope of rendering.