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Ray Tracing Essentials Part 7: Denoising for Ray Tracing

In the final video of the series: NVIDIA’s Eric Haines describes the process of denoising for ray tracing. A critical element in making realistic, high-quality images with ray tracing at interactive rates is the process of denoising. Using path tracing will (eventually) give the right answer, but there is a diminishing return for each new ray shot. To keep performance interactive, various denoising techniques can be used to clean up the wide variance sometimes seen when only a few rays are shot. Learn more here: https://news.developer.nvidia.com/ray-tracing-essentials-part-7-denoising-for-ray-tracing/

You can watch the all of the videos in the series on this YouTube Playlist:
https://www.youtube.com/playlist?list=PL5B692fm6--sgm8Uiava0IIvUojjFOCSR

Ray tracing resources page: http://bit.ly/rtrtinfo
Ray Tracing Gems: http://raytracinggems.com

On May 12, Eric Haines will present a live webinar about the Ray Tracing Essentials series. There will be a presentation, live Q&A, plus a giveaway of an NVIDIA TITAN RTX GPU (for live attendees only). Sign up here: https://info.nvidia.com/developer-ray-tracing-webinar-reg-page.html

Additional links:

Much of this talk’s contents is derived from Steven Parker’s HPG 2019 keynote, The Story of NVIDIA RTX, https://www.highperformancegraphics.org/wp-content/uploads/2019/keynote/story_of_nvidia_rtx.pdf.
The initial image is by Alexia Rubod, and you can see more of her work here, https://alexiarubod.com/#/new-gallery/.
The book Real-Time Rendering has a free, bonus chapter, http://www.realtimerendering.com/Real-Time_Rendering_4th-Real-Time_Ray_Tracing.pdf, giving an introductory high-level view of interactive ray tracing and includes a section on denoising.
Two articles here, https://alain.xyz/blog/raytracing-denoising, and here, https://alain.xyz/blog/machine-learning-denoising, by Alain Galvan summarize various denoising approaches. Particularly important are spatio-temporal techniques, where samples from previous frames give us more data to use when denoising.
This older article, https://cs.dartmouth.edu/~wjarosz/publications/zwicker15star.html, from 2015 goes more in depth about reconstruction methods for rendering.
NVIDIA has an early-access program. https://developer.nvidia.com/gameworks-ray-tracing, for their denoiser.
The Zero-Day comparison videos are here, https://www.youtube.com/watch?v=zaOR22Q0RPc, and here, https://www.youtube.com/watch?v=3-DTB18tf4I. You can compare with the original Zero-Day, https://www.beeple-crap.com/films, by Mike “BEEPLE” Winkelmann.

Видео Ray Tracing Essentials Part 7: Denoising for Ray Tracing канала NVIDIA Developer
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5 мая 2020 г. 2:20:16
00:08:21
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