Real-Time Ray Tracing with Neural Network Denoiser (Optix 6.0)
A quick survey on the effects of adding a denoiser to a full-on ray traced rendering project

If you have an RTX graphics card and are willing to download the source code, I strongly advise that you do.
The videos are shot in a higher resolution than the actual footage. This is to prevent a lot of quality loss, but some compression quality loss is expected.

Youtube:
https://youtu.be/q8OLQp0Q63I - Rungholt
https://youtu.be/DwKmI6-Nj2E - Sponza

Source Code:
https://github.com/BrentODB/DXR-Raytracing-with-OptiX-Denoiser

Images (Higher Quality):
http://brentopdebeeck.com/RealTimeRaytracing.html
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1SPP, 1SPP denoised, 1024 SPP, and 1024 SPP denoised Renders of Crytek Sponza, Rungholt, and Cornell scene
1) What would be the minimum acceptable framerate (in FPS) for real-time game graphics? *
2) What would be the minimum acceptable resolution for real-time games? *
3) On what device are you running the demo? (graphics card type and amount of memory) (If you've watched the recorded footage leave this empty)
4) Does the overall quality of a 1 sample per pixel (SPP) image improve when denoised? *
Follow up on Question 4, could you elaborate further on your answer?
5) Is the difference in quality between a 1 SPP denoised and non-denoised image, worth the trade-off in performance? *
6) Is the difference in quality, between 1SPP denoised renders and multi-sampled (Example, 100SPP+) renders, acceptable to try and achieve real-time rendering? *
7) Could a full-on ray tracing approach using 1 SPP, that is denoised, be viable as a way of rendering game graphics? *
Follow up on Question 7, could you elaborate further on your answer?
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