Re:Announcing Microsoft DirectX Raytracing
by AboutTheWhisles on Monday March 19, 2018 @04:04PM
(#16622569)
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.
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This paper shows pretty good results from essentially throwing a RNN at it:
[1] http://research.nvidia.com/sites/default/files/publications/...
Re:Announcing Microsoft DirectX Raytracing
by AboutTheWhisles on Monday March 19, 2018 @07:56PM
(#16624603)
Where 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.
Re:Announcing Microsoft DirectX Raytracing
by bhouston on Monday March 19, 2018 @04:26PM
(#16622760)
I 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.
Re:Announcing Microsoft DirectX Raytracing
by slavik81 on Tuesday March 20, 2018 @12:12AM
(#16626005)
That'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".
What 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.