You have tried it out?ReSTIR may not be as robust or easily extensible as I thought ...
Only useful in conjunction with shadow rays, high noise involving near disocclusion/lighting discontinuities/high geometric complexity/high-speed light sources/etc
You have tried it out?
I did only skim over the paper, and my impression was it's very promising. I assume we can not really avoid to organize many lights for large worlds in some spatial data structure, which we then have to traverse for each ray hit.
But i would hope we could throw a large set of lights into one node, and use reservoir sampling to minimize the set to something practical?
Of course - the paper is about an alternative to this, so they present results where this alternative is better. But there is no way around it, so we need to solve it. (Or we wait for extended RT cores which also support point and range queries on BVH, not just rays.)the paper explicitly mentions the higher cost of maintaining this data structure.
He mentioned Overwatch and Destiny 2 having good IQ. I find both to have rather poor IQ due to the abundance of temporal aliasing and shimmer.
He mentioned Overwatch and Destiny 2 having good IQ. I find both to have rather poor IQ due to the abundance of temporal aliasing and shimmer.
I had never heard of TAA causing motion sickness. Interesting. MSAA does seem like a dead end in terms of achieving high levels of IQ though, at least outside of VR.He did this blog post for a precise reason, he has nothing against TAA but this is because of accessibility some people have nausea and motion sickness because of the ghosting artifact of temporal solution. He thinks it would be good to have some option inside menu to desactivate TAA and use other type of anti aliasing.
I wonder if analytic AA is feasible now that barycentric coordinates are found in most GPUs and visible through APIs.I had never heard of TAA causing motion sickness. Interesting. MSAA does seem like a dead end in terms of achieving high levels of IQ though, at least outside of VR.
I wonder if analytic AA is feasible now that barycentric coordinates are found in most GPUs and visible through APIs.
If it's possible to have close to artifact free results, it might be decent alternative to MSAA.