REFLECTION DENOISING IN RAY-TRACING APPLICATIONS

    公开(公告)号:US20200349755A1

    公开(公告)日:2020-11-05

    申请号:US16935431

    申请日:2020-07-22

    摘要: Disclosed approaches may leverage the actual spatial and reflective properties of a virtual environment—such as the size, shape, and orientation of a bidirectional reflectance distribution function (BRDF) lobe of a light path and its position relative to a reflection surface, a virtual screen, and a virtual camera—to produce, for a pixel, an anisotropic kernel filter having dimensions and weights that accurately reflect the spatial characteristics of the virtual environment as well as the reflective properties of the surface. In order to accomplish this, geometry may be computed that corresponds to a projection of a reflection of the BRDF lobe below the surface along a view vector to the pixel. Using this approach, the dimensions of the anisotropic filter kernel may correspond to the BRDF lobe to accurately reflect the spatial characteristics of the virtual environment as well as the reflective properties of the surface.

    SHADOW DENOISING IN RAY-TRACING APPLICATIONS

    公开(公告)号:US20200334891A1

    公开(公告)日:2020-10-22

    申请号:US16920971

    申请日:2020-07-06

    发明人: Shiqiu Liu

    摘要: In various examples, the actual spatial properties of a virtual environment are used to produce, for a pixel, an anisotropic filter kernel for a filter having dimensions and weights that accurately reflect the spatial characteristics of the virtual environment. Geometry of the virtual environment may be computed based at least in part on a projection of a light source onto a surface through an occluder, in order to determine a footprint that reflects a contribution of the light source to lighting conditions of the pixel associated with a point on the surface. The footprint may define a size, orientation, and/or shape of the anisotropic filter kernel and corresponding filter weights. The anisotropic filter kernel may be applied to the pixel to produce a graphically-rendered image of the virtual environment.

    RENDERING FRAMES USING JITTERED FILTER TAPS
    8.
    发明公开

    公开(公告)号:US20230289924A1

    公开(公告)日:2023-09-14

    申请号:US18317766

    申请日:2023-05-15

    摘要: Various approaches are disclosed to temporally and spatially filter noisy image data—generated using one or more ray-tracing effects—in a graphically rendered image. Rather than fully sampling data values using spatial filters, the data values may be sparsely sampled using filter taps within the spatial filters. To account for the sparse sampling, locations of filter taps may be jittered spatially and/or temporally. For filtering efficiency, a size of a spatial filter may be reduced when historical data values are used to temporally filter pixels. Further, data values filtered using a temporal filter may be clamped to avoid ghosting. For further filtering efficiency, a spatial filter may be applied as a separable filter in which the filtering for a filter direction may be performed over multiple iterations using reducing filter widths, decreasing the chance of visual artifacts when the spatial filter does not follow a true Gaussian distribution.

    Shadow denoising in ray-tracing applications

    公开(公告)号:US11367240B2

    公开(公告)日:2022-06-21

    申请号:US16920971

    申请日:2020-07-06

    发明人: Shiqiu Liu

    摘要: In various examples, the actual spatial properties of a virtual environment are used to produce, for a pixel, an anisotropic filter kernel for a filter having dimensions and weights that accurately reflect the spatial characteristics of the virtual environment. Geometry of the virtual environment may be computed based at least in part on a projection of a light source onto a surface through an occluder, in order to determine a footprint that reflects a contribution of the light source to lighting conditions of the pixel associated with a point on the surface. The footprint may define a size, orientation, and/or shape of the anisotropic filter kernel and corresponding filter weights. The anisotropic filter kernel may be applied to the pixel to produce a graphically-rendered image of the virtual environment.