![]() Temporal FilteringĮven though we can only afford to shoot one ray per pixel in our use case, we can get around this limitation by accumulating samples over time, meaning that we can reuse older samples to create a cleaner, less noisy image. If you’re looking for the gory details, please do read the original paper. The sections below will try to explain SVGF in a simplified way for dummies such as myself. ![]() ![]() The algorithm is split into two main parts: Temporal and Spatial filtering. The main denoising algorithm used in this sample is based on Spatiotemporal Variance-Guided Filtering (SVGF). This is where denoising comes in, which attempts to take the noisy output of the ray tracing pass and clean it up using filters. They simply cannot be rendered correctly with just a single ray per-frame. ![]() While such a low ray count is great performance-wise, visually it results in a noisy output especially for effects with some randomness such as Soft Shadows or Glossy Reflections. Because of this, the rays-per-pixel number, or more commonly known as samples-per-pixel (spp), is usually 1 or 2 for most techniques. Since real-time rendering applications have a tight frame time budget, adding ray tracing to the mix means that our ray budget for a single frame needs to be kept to a minimum in order to hit our frame rate target. ![]()
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