3 ms·
There are two huge factors, the first even more potent than the second. First, there is much more information per sample and per pixel. Normals, depth, separat
by BubRoss 8y ago
There are two huge factors, the first even more potent than the second.
First, there is much more information per sample and per pixel. Normals, depth, separate diffuse color, separate diffuse texture, first bounce normal, first bounce position, etc. There is a technique that just uses color, but uses histograms of all the samples within a pixel.
Second, for a video game you can accumulate samples temporally. Many of these demos will use one sample per pixel, but filtering information can be kept on every frame and reused to some degree.
- alkonaut 8y agoOh I thought this operated on a 2D hdr image, without further info (I admit I didn’t read the details). If it can’t be used on a still I rendered 10 years ago with code that isn’t around anymore then it’s clear it can be used on a photo either.