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

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.

About Brad Nemire

Brad Nemire leads the Developer Communications team at NVIDIA focused on evangelizing amazing GPU-accelerated applications. Prior to NVIDIA, he worked at Arm on the Developer Relations team. Brad graduated from San Diego State University.