Simulation / Modeling / Design

RTX Coffee Break: Ray Tracing and Denoising (9:52 minutes)

AI-Generated Summary

  • Real-time ray tracing operates with a budget of 1-2 samples per pixel, and denoising bridges the gap to achieve high-quality results.
  • Effective denoising solutions must handle dynamic scenes including moving cameras, light sources, and objects.
  • The target denoising performance is approximately 1 ms or less for 1080p resolution on gaming-class GPUs.
  • NVIDIA developed effect-specific denoisers that leverage scene information such as surface roughness and light hit distance to guide filtering.
  • All denoisers operate on 1-2 samples per pixel without temporal reprojection, avoiding ghosting and other temporal filtering artifacts.

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Ray tracing can lead to very noisy images without the right tools. In this video, we explain the challenges of developing a real-time denoising solution, and describe the results NVIDIA has achieved using RTX.
 

Five Things to Remember:

  • The realistic budget is 1-2 samples per pixel (which is insufficient to get anything reliable) with real-time rendering. Denoising can make up the difference, and allow for high quality real-time ray tracing results, even at this limited budget.
  • Real-time ray tracing / denoising solutions must be able to support dynamic scenes: dynamic camera, moving light sources, moving objects.
  • The aim is to reach a denoising budget of ~1 ms or less for 1080p target resolution on gaming class GPU.
  • The denoisers we developed are all effect specific and try to use different information in the scene contacts (such as surface roughness, light hit distance, etc.) to guide the filter.
  • All of the denoisers work on 1-2 sample per pixel input without temporal reprojection. We don’t have to suffer from the ghosting or other typical issues introduced by temporal filtering.

You can find six additional coffee-break length videos about ray tracing in games with RTX on the NVIDIA developer blog.

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