Affiliation:
1. SEED - Electronic Arts, Canada
2. SEED - Electronic Arts, USA
3. SEED - Electronic Arts, Sweden
4. Frostbite -Electronic Arts, Sweden
Abstract
Stochastic sampling techniques are ubiquitous in real-time rendering, where performance constraints force the use of low sample counts, leading to noisy intermediate results. To remove this noise, the post-processing step of temporal and spatial denoising is an integral part of the real-time graphics pipeline. The main insight presented in this paper is that we can optimize the samples used in stochastic sampling such that the post-processing error is minimized. The core of our method is an analytical loss function which measures post-filtering error for a class of integrands --- multidimensional Heaviside functions. These integrands are an approximation of the discontinuous functions commonly found in rendering. Our analysis applies to arbitrary spatial and spatiotemporal filters, scalar and vector sample values, and uniform and non-uniform probability distributions. We show that the spectrum of Monte Carlo noise resulting from our sampling method is adapted to the shape of the filter, resulting in less noisy final images. We demonstrate improvements over state-of-the-art sampling methods in three representative rendering tasks: ambient occlusion, volumetric ray-marching, and color image dithering. Common use noise textures, and noise generation code is available at https://github.com/electronicarts/fastnoise.
Publisher
Association for Computing Machinery (ACM)
Cited by
1 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献
1. Converging Algorithm-Agnostic Denoising for Monte Carlo Rendering;Proceedings of the ACM on Computer Graphics and Interactive Techniques;2024-08-09