Simulation / Modeling / Design

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

AI-Generated Summary

  • Ray tracing with denoising solves the missing geometry problem of screen space reflections by preserving all scene data dynamically.
  • Unlike pre-integrated light probes, the technique works on a wide range of surfaces including glossy ones without requiring correct placement.
  • Shadows denoiser quality decreases for overlapping penumbra from occluders at very different distances from the receiver.
  • Reflections denoiser accuracy diminishes as surface roughness increases.
  • Ambient occlusion denoising may require two or more rays to capture finer details.

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Reproducing accurate reflections has always been a big challenge in game development. Artists and engineers traditionally needed to apply a complex set of connected solutions – and even then, the results can be jarring. Edward explains how ray tracing and denoising solves this.

Five Things to Remember:

  • Prior solutions such as SSR (Screen Space Reflection) suffers from the ‘missing geometry/data’ problem: when you move the camera down, things just disappear in reflections. Pre-integrated light probes are not dynamic and can be VERY wrong if placed incorrectly. Planar reflections only work for planar surfaces; this rasterization approach will not allow for glossy surfaces.
  • By contrast, ray tracing with denoising does not lose geometry, is dynamic, and works on a wide range of surfaces, including glossy ones.
  • Shadows denoiser results can be of lower quality for overlapping penumbra from two occluders with very different distances from the receiver.
  • Reflections denoiser is further from ground truth as roughness increases.
  • AO denoiser may need 2 or more rays to capture finer details.

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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