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.