Content Creation / Rendering

Conquering Noisy Images in Ray Tracing with Next Event Estimation

AI-Generated Summary

  • NVIDIA presented a SIGGRAPH 2019 talk titled "Light at the End of the Ray" explaining importance sampling and its critical role in real-time ray tracing applications.
  • Uniform random sampling produces noisy images because rays rarely hit bright direct light sources, and denoisers alone cannot resolve this noise.
  • Next event estimation, a form of importance sampling, directs separate rays toward local lights to achieve dense sampling and high radiance contributions unless blocked by shadows.
  • The technique was demonstrated in Quake II RTX to show how directed sampling produces cleaner results faster than random hemisphere sampling.

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At SIGGRAPH 2019, NVIDIA presented a talk entitled “Light at the End of the Ray,” which explained importance sampling, and why it is critical for real-time ray tracing applications. The full talk can be found here.

The seven-minute video below is an excerpt from the full 30 minute talk.

If you’re using uniform random sampling, once in a while a ray will hit a direct light source.  Those sources will be orders of magnitude brighter than other pixels, which will contribute to a very noisy image. A denoiser alone cannot solve for this. 

The noisy images can be resolved by using a technique called next event estimation, which is a form of importance sampling. This technique still traces rays in random directions, but it also traces a separate set of rays that are directed towards local lights. 

“Next event estimation will offer a fairly dense sampling of local lights in the scene,” explained NVIDIA’s Alexey Panteleev. “Almost every ray cast towards the light will deliver a high level of radiance, multiplied by the projected area of that light… unless it’s in shadow.”

The full talk, which provides a deeper dive into the real-time ray traced lighting techniques used in Quake II RTX, can be found here. 

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