4 ms·
I don't think pure raytracing and ray traced global illumination are going to be adopted by many games if there is still such a giant problem with noise. That
by AboutTheWhisles 9y ago
I don't think pure raytracing and ray traced global illumination are going to be adopted by many games if there is still such a giant problem with noise. That is far from a solved problem, even in multi-hour per from visual effects renders.
- maeln 9y agoWhat do you mean by noise ? I know that Path tracing is incremental and producer a lot of noise at first but there is also other algorithme than part tracing. Also there is good denoiser filter that can be used with fragment shader.
- bhouston 9y agoI guess with games there is already temporal anti-aliasing (TAA), so that would be an effective denoising technique if one was using noisy ray/path tracing.
- slavik81 9y agoThat's definitely popular for effects that use ray casting. At SIGGRAPH and GDC over the past couple years, a good fraction of the graphics presentations I went to ended with "and then we added TAA because we could only afford a handful of samples per pixel per frame".
- kbwt 9y agoThis paper shows pretty good results from essentially throwing a RNN at it: [1] http://research.nvidia.com/sites/default/files/publications/dnn_denoise_author.pdf http://research.nvidia.com/sites/default/files/publications/...
- AboutTheWhisles 9y agoWhere will the 1000 frame fly through and the 10 noisy frames that they use come from? I find that paper very disingenuous when they don't count these things in their filtering time. Not only that, but they compare everything with "1 sample per pixel" knowing that the SURE filter uses per pixel statistics of variance that require more than one sample per to start working.