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Fast Denoising With Self Stabilizing Recurrent Blurs (Presented by NVIDIA)

Dmitry Zhdan (Senior DevTech Engineer,, NVIDIA)

Location: Room 153, South Hall

Date: Thursday, March 19

Time: 5:30pm - 6:30pm

Pass Type: All Access Pass, Core+Summits Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, VRDC Add On - Get your pass now!

Topic: Visual Arts

Format: Sponsored Session

Vault Recording: TBD

Audience Level: All

In this topic NVIDIA is going to discuss latest advancements in non-DL based denoising. Basing on previous work from Metro Exodus, a new method has been introduced which is based on recurrent blur too, but it has got a lot of improvements, like: better overall performance, cleaner results, specular denoising support, fast data reconstruction, better bilateral weighting and some others. Besides the algorithm overview the topics will be covered in the talk:
- mipmapping of incoming radiance - is it worth it?
- proper controlling of blur radius to avoid over-blurring
- accurate dis-occlusion detection
- specular tracking without specular motion
- fast and high amplitude noise free data reconstruction of regions with discarded history
- exponential versus linear accumulation. Why linear accumulation is better?
- how to compute bilateral weights in spatial passes?
- input signal compression - should it be used or not?
- how to fight with temporal lag

Intended Audience

Graphics programmers