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

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.

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.