SPATIOTEMPORAL SELF-GUIDED SHADOW DENOISING IN RAY-TRACING APPLICATIONS

    公开(公告)号:US20230215078A1

    公开(公告)日:2023-07-06

    申请号:US18175813

    申请日:2023-02-28

    CPC classification number: G06T15/06 G06T15/60

    Abstract: In examples, a filter used to denoise shadows for a pixel(s) may be adapted based at least on variance in temporally accumulated ray-traced samples. A range of filter values for a spatiotemporal filter may be defined based on the variance and used to exclude temporal ray-traced samples that are outside of the range. Data used to compute a first moment of a distribution used to compute variance may be used to compute a second moment of the distribution. For binary signals, such as visibility, the first moment (e.g., accumulated mean) may be equivalent to a second moment (e.g., the mean squared). In further respects, spatial filtering of a pixel(s) may be skipped based on comparing the mean of variance of the pixel(s) to one or more thresholds and based on the accumulated number of values for the pixel.

    Adaptive temporal image filtering for rendering realistic illumination

    公开(公告)号:US11651547B2

    公开(公告)日:2023-05-16

    申请号:US17324438

    申请日:2021-05-19

    Inventor: Alexey Panteleev

    Abstract: Robust temporal gradients, representing differences in shading results, can be computed between current and previous frames in a temporal denoiser for ray-traced renderers. Backward projection can be used to locate matching surfaces, with the relevant parameters of those surfaces being carried forward and used for patching. Backward projection can be performed for each stratum in a current frame, a stratum representing a set of adjacent pixels. A pixel from each stratum is selected that has a matching surface in the previous frame, using motion vectors generated during the rendering process. A comparison of the depth of the normals, or the visibility buffer data, can be used to determine whether a given surface is the same in the current frame and the previous frame, and if so then parameters of the surface from the previous frame G-buffer is used to patch the G-buffer for the current frame.

    Fine grained interleaved rendering applications in path tracing

    公开(公告)号:US11270496B2

    公开(公告)日:2022-03-08

    申请号:US16881333

    申请日:2020-05-22

    Abstract: The disclosure provides a renderer and a rendering process employing ray tracing and image-space filtering that interleaves the pixels of a frame into partial image fields and corresponding reduced-resolution images that are individually processed in parallel. In one example, the renderer includes: (1) an interface configured to receive scene information for rendering a full frame, and (2) a graphics processing system, coupled to the interface, configured to separate pixels of the full frame into different partial image fields that each include a unique set of interleaved pixels, render reduced-resolution images of the full frame by ray tracing the different partial image fields in parallel, independently apply image-space filtering to the reduced-resolution images in parallel, and merge the reduced-resolution images to provide a full rendered frame.

    ADAPTIVE TEMPORAL IMAGE FILTERING FOR RENDERING REALISTIC ILLUMINATION

    公开(公告)号:US20240312125A1

    公开(公告)日:2024-09-19

    申请号:US18675591

    申请日:2024-05-28

    Inventor: Alexey Panteleev

    Abstract: Robust temporal gradients, representing differences in shading results, can be computed between current and previous frames in a temporal denoiser for ray-traced renderers. Backward projection can be used to locate matching surfaces, with the relevant parameters of those surfaces being carried forward and used for patching. Backward projection can be performed for each stratum in a current frame, a stratum representing a set of adjacent pixels. A pixel from each stratum is selected that has a matching surface in the previous frame, using motion vectors generated during the rendering process. A comparison of the depth of the normals, or the visibility buffer data, can be used to determine whether a given surface is the same in the current frame and the previous frame, and if so then parameters of the surface from the previous frame G-buffer is used to patch the G-buffer for the current frame.

    History clamping for denoising dynamic ray-traced scenes using temporal accumulation

    公开(公告)号:US11216916B1

    公开(公告)日:2022-01-04

    申请号:US17067417

    申请日:2020-10-09

    Abstract: Approaches presented herein can reduce temporal lag that may be introduced in a generated image sequence that utilizes temporal accumulation for denoising in dynamic scenes. A fast historical frame can be generated along with a full historical frame generated for a denoising process, with the fast historical frame being accumulated using an exponential moving average with a significantly higher blend weight. This fast history frame can be used to determine a clamping window that can be used to clamp a corresponding full historical value before, or after, reprojection. The fast historical blend weight can be adjusted to control the amount of noise versus temporal lag in an image sequence. In some embodiments, differences between fast and full historical values can also be used to determine an amount of spatial filtering to be applied.

    Graphics processing subsystem and method for computing a three-dimensional clipmap
    10.
    发明授权
    Graphics processing subsystem and method for computing a three-dimensional clipmap 有权
    用于计算三维剪贴图的图形处理子系统和方法

    公开(公告)号:US09390543B2

    公开(公告)日:2016-07-12

    申请号:US14163801

    申请日:2014-01-24

    CPC classification number: G06T15/005 G06T15/08 G06T15/20 G06T15/80

    Abstract: A graphics processing subsystem and method for computing a 3D clipmap. One embodiment of the subsystem includes: (1) a renderer operable to render a primitive surface representable by a 3D clipmap, (2) a geometry shader (GS) configured to select respective major-plane viewports for a plurality of clipmap levels, the major-plane viewports being sized to represent full spatial extents of the 3D clipmap relative to a render target (RT) for the plurality of clipmap levels, (3) a rasterizer configured to employ the respective major-plane viewports and the RT to rasterize a projection of the primitive surface onto a major plane corresponding to the respective major-plane viewports into pixels representing fragments of the primitive surface for each of the plurality of clipmap levels, and (4) a plurality of pixel shader (PS) instances configured to transform the fragments into respective voxels in the plurality of clipmap levels, thereby voxelizing the primitive surface.

    Abstract translation: 用于计算3D剪贴图的图形处理子系统和方法。 子系统的一个实施例包括:(1)渲染器,其可操作以渲染由3D剪辑映射表示的原始表面;(2)几何着色器(GS),被配置为针对多个剪贴图级别选择相应的主平面视口,主要 平面视口的大小适于表示相对于多个剪贴图级别的渲染目标(RT)的3D剪贴图的完整空间范围,(3)被配置为使用相应的主平面视口和RT来光栅化投影的光栅化器 的原始表面到与相应主平面视口对应的主平面上,以代表代表多个剪贴图级别中的每一个的原始表面的片段的像素,以及(4)多个像素着色器(PS)实例,被配置为转换 将片段分割成多个剪贴图级别中的相应体素,从而使原始表面体素化。

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