Closed kvnnap closed 1 year ago
Currently I am passing the IN_MV texture as a texture filled with zeros since I am dealing with a simple static scene
It's only valid if 3D world-space motion is assumed and enabled via isMotionVectorInWorldSpace
.
Sorry, it's hard to debug individual integrations, especially when I don't see the full picture. Matrix layout is explained in CommonSettings
. Passing transposed matrices is a valid "no brain" experiment. Please, compare your layout with layout in the sample. Keep in mind that RH
assumes -
viewZ, LH
space assumes +
viewZ.
Solved, the issue was the format of VIEWZ.
I somehow assumed that, while linear, it has to be normalized and this is not the case. So basically, I was inputting a linear value between near and far - 0 being near and 1 being far; this turns out to be incorrect.
Hi,
I am having an issue when using the ReBLUR denoiser. I am rendering a scene (Cornell Box) and producing only a diffuse signal which I am passing over to ReBLUR using only the
REBLUR_DIFFUSE
method. When I translate the camera, there are artefacts in the scene however if I simply rotate it, everything looks ok. There are two videos below showing the correct rotation behaviour and the broken translation behaviour.I am using the NRD integration code and have compiled NRD (3.7.0.0) and NRI (1.86.0.0) DLLs for use with my renderer (running on 2080 Ti). Currently I am passing the
IN_MV
texture as a texture filled with zeros since I am dealing with a simple static scene. All the inputs are listed below:IN_MV
= 0 (static scene)IN_NORMAL_ROUGHNESS
- xyz - normal, w = 0IN_VIEWZ
- Linear view depthIN_DIFF_RADIANCE_HITDIST
= xyz = radiance (without albedo), w = hit distance (1st to 2nd bounce)I am using DirectX 12 for rendering and using the denoiser as a black box. I use the right-handed coordinate system and matrices are stored in row-major (DirectX Math Library). I use the
XMMatrixLookToRH
function to build the view matrix andXMMatrixPerspectiveRH
for the clip matrix. I am converting any matrices to column-major before passing them in theCommonSettings
structure. Previously I had a similar issue (visual-wise) with rotation, but the problem was that I passed the matrix incorrectly. I suspect this issue might still be matrix related but I really can't tell. Is the view matrix format same as the one used in OpenGL?I am not sure why these strange artefacts appear during camera translation and I hope someone can help. Please do let me know should you require any further information.
https://user-images.githubusercontent.com/16206628/196698734-f4404fce-bf52-4ce9-ac7d-550fd737a645.mp4
https://user-images.githubusercontent.com/16206628/196698740-323522dc-7afb-4983-b115-9ffc526c6a56.mp4