“…To preserve the high‐frequency details from textures, they demodulate the diffuse albedo from the pixel color before filtering and multiply the diffuse albedo back after filtering. Recently, NVIDIA released two powerful denoisers: ReLAX and ReBLUR [Zhd], where ReLAX is a variant of SVGF optimized for denoising raytraced specular and diffuse signals and ReBLUR uses recurrent blurring to improve the denoising quality and temporal stability, which is about two times faster than SVGF. In ReBLUR, they guide the filtering process with normal, surface roughness and other factors, to avoid over‐blurring when using roughness maps.…”
Path tracing has been used for real‐time renderings, thanks to the powerful GPU device. Unfortunately, path tracing produces noisy rendered results, thus, filtering or denoising is often applied as a post‐process to remove the noise. Previous works produce high‐quality denoised results, by accumulating the temporal samples. However, they cannot handle the details from bidirectional reflectance distribution function (BRDF) maps (e.g. roughness map). In this paper, we introduce the BRDF pre‐integration factorization for denoising to better preserve the details from BRDF maps. More specifically, we reformulate the rendering equation into two components: the BRDF pre‐integration component and the weighted‐lighting component. The BRDF pre‐integration component is noise‐free, since it does not depend on the lighting. Another key observation is that the weighted‐lighting component tends to be smooth and low‐frequency, which indicates that it is more suitable for denoising than the final rendered image. Hence, the weighted‐lighting component is denoised individually. Our BRDF pre‐integration demodulation approach is flexible for many real‐time filtering methods. We have implemented it in spatio‐temporal variance‐guided filtering (SVGF), ReLAX and ReBLUR. Compared to the original methods, our method manages to better preserve the details from BRDF maps, while both the memory and time cost are negligible.
“…To preserve the high‐frequency details from textures, they demodulate the diffuse albedo from the pixel color before filtering and multiply the diffuse albedo back after filtering. Recently, NVIDIA released two powerful denoisers: ReLAX and ReBLUR [Zhd], where ReLAX is a variant of SVGF optimized for denoising raytraced specular and diffuse signals and ReBLUR uses recurrent blurring to improve the denoising quality and temporal stability, which is about two times faster than SVGF. In ReBLUR, they guide the filtering process with normal, surface roughness and other factors, to avoid over‐blurring when using roughness maps.…”
Path tracing has been used for real‐time renderings, thanks to the powerful GPU device. Unfortunately, path tracing produces noisy rendered results, thus, filtering or denoising is often applied as a post‐process to remove the noise. Previous works produce high‐quality denoised results, by accumulating the temporal samples. However, they cannot handle the details from bidirectional reflectance distribution function (BRDF) maps (e.g. roughness map). In this paper, we introduce the BRDF pre‐integration factorization for denoising to better preserve the details from BRDF maps. More specifically, we reformulate the rendering equation into two components: the BRDF pre‐integration component and the weighted‐lighting component. The BRDF pre‐integration component is noise‐free, since it does not depend on the lighting. Another key observation is that the weighted‐lighting component tends to be smooth and low‐frequency, which indicates that it is more suitable for denoising than the final rendered image. Hence, the weighted‐lighting component is denoised individually. Our BRDF pre‐integration demodulation approach is flexible for many real‐time filtering methods. We have implemented it in spatio‐temporal variance‐guided filtering (SVGF), ReLAX and ReBLUR. Compared to the original methods, our method manages to better preserve the details from BRDF maps, while both the memory and time cost are negligible.
Given limitations of contemporary graphics hardware, real-time ray-traced global illumination is only estimated using a few samples per pixel. This consequently causes stochastic noise in the resulting frame sequences which requires wide filter support during denoising for temporally stable estimates. The edge avoiding à-trous wavelet transform amortizes runtime cost by hierarchical filtering using a constant number of increasingly dilated taps in each iteration. While the number of taps stays constant, the runtime of each iteration increases in these usually memory-throughput bound shaders with increasing dilation, because the increasing non-locality negatively impacts cache hit rates. We present a scheduling approach that optimizes usage of the memory subsystem by permutating global invocation indices in such a way that each wavelet filter iteration is applied through undilated taps. In contrast to prior approaches, our method has identical performance characteristics in each iteration, effectively decreasing maintenance cost and improving performance predictability. Furthermore, we are able to leverage on-chip memory and hardware texture interpolation. Our permutation strategy is trivial to integrate into existing wavelet filters as a permutation before and after each level of the wavelet filter. We achieve speedups between 1.3 and 3.8 for usual wavelet configurations in Monte Carlo denoising and computational photography.
Rendering visually convincing images requires realistic lighting. Path tracing has long been used in offline rendering to produce photorealistic images. While recent hardware advancements allow ray tracing methods to be employed in real-time renderers, they come with a significant performance and memory impact. Real-time path tracing remains a challenge. We present light path guided culling (LiPaC), a novel culling algorithm for ray tracing that achieves almost optimal culling results by considering the number of light paths encountered by objects. In addition, we describe a hybrid path tracing pipeline using LiPaC to render large and highly dynamic scenes in real-time on the current generation of consumer hardware.
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