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SVGF Implementation Discussion #511

@gkjohnson

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@gkjohnson

#292 (comment)

I would like to contribute an SVGF implementation.

I have implemented the temporal filter and spatial filter parts, but I would like to ask for advice on how to get the pathtracing frame buffer with the direct diffuse texture removed, and how to combine the direct diffuse texture + denoised frame buffer.

If you have any advice, I'll try to organize and post a PR. Thanks for sharing your great library!

Adding an SVGF implementation sounds great. Can you explain the how this work work? Are you wanting to reproject the pathtraced colors as the camera moves? From what I understand SVGF won't work well with antialiasing, stochastic transparency, or depth of field effects, is that right? I guess I want to understand the scenarios in which this would and wouldn't work.

I would like to ask for advice on how to get the pathtracing frame buffer with the direct diffuse texture removed, and how to combine the direct diffuse texture + denoised frame buffer.

Can you elaborate on what exactly you need for the SVGF implementation? You need a pass with no textures and no specular or transparency surfaces? Right now the path tracer only supports outputting a single final image. The bsdfEval function evaluates the ray scattering and color contributions of the materials. It would probably be possible to output each specular, & transmissive separately from that function along with weights so they could be combined separately - or at least saved as separate textures.

cc @KihwanChoi12

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