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GTC ON-DEMAND

Presentation
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Abstract:
Learn about a building block to render ray-traced global illumination in real-time games. Restricting path tracing to a small number of paths per pixel for performance reasons rarely achieves a satisfactory image quality for scenes of interest. However, path space filtering may dramatically improve the visual quality by sharing information across vertices of paths classified as nearby. Although these contributions can be filtered in path space and beyond the first intersection, searching nearby paths is more expensive than filtering in screen space. We'll explain how we overcame this performance penalty by storing and looking up the required information in a hash map, using hash keys constructed from jittered and quantized information, such that only a single query may replace costly neighborhood searches.
Learn about a building block to render ray-traced global illumination in real-time games. Restricting path tracing to a small number of paths per pixel for performance reasons rarely achieves a satisfactory image quality for scenes of interest. However, path space filtering may dramatically improve the visual quality by sharing information across vertices of paths classified as nearby. Although these contributions can be filtered in path space and beyond the first intersection, searching nearby paths is more expensive than filtering in screen space. We'll explain how we overcame this performance penalty by storing and looking up the required information in a hash map, using hash keys constructed from jittered and quantized information, such that only a single query may replace costly neighborhood searches.  Back
 
Topics:
Gaming and AI, Rendering & Ray Tracing, Real-Time Graphics
Type:
Talk
Event:
GTC Silicon Valley
Year:
2019
Session ID:
S9462
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