Closed ch45er closed 8 months ago
Hi! Thanks. I fixed this in my local version. In the next update (hope this month):
ResourceType
will provide more clear separation into NON-NOISY / NOISY inputs
enum class ResourceType : uint32_t
{
//=======================
// NON-NOISY INPUTS
//=======================
...
//=======================
// NOISY INPUTS
//=======================
...
};
IN_BASECOLOR_METALNESS
usage:
// (Optional) Base color (can be decoupled to diffuse and specular albedo based on metalness) and metalness (RGBA8+)
// Used only if "CommonSettings::isBaseColorMetalnessAvailable = true". Currently used only by REBLUR (if temporal
// stabilization pass is available and "stabilizationStrength != 0") to patch MV if specular (virtual) motion prevails
// on diffuse (surface) motion
By the way a nitpick: in [NRD] The number of accumulated frames section of the readme you've probably meant to say "bear in mind"
In this section I mean to say what I wrote:
[NRD] The number of accumulated frames in the fast history needs to be carefully tuned to avoid introducing significant bias and dirt. Initial integration should be done by setting `maxFastAccumulatedFrameNum` to `maxAccumulatedFrameNum`. Bare in mind the following recommendation:
maxAccumulatedFrameNum > maxFastAccumulatedFrameNum > historyFixFrameNum
Please, elaborate more on how you think it can be improved?
[EDIT] The typo "bare" => "bear" is fixed.
clarified IN_BASECOLOR_METALNESS usage
Thanks, exactly what I was lookig for. So I should look at areas with specular-like motion after REBLUR to see the effect. Any reqirements on the base color (linear/gamma) or it doesn't care?
The typo "bare" => "bear" is fixed.
Yep, just that; the sentence itself is perfectly fine in technical sense.
But come to think of it, the readme never gives details on what "fast history" exaclty is. It mentions fast history in context of RELAX specifically, to signify its reduced lag, but that's it. May be that's common knowledge I am lacking, but what exactly makes fast history "fast"?
[EDIT[ formatting.
So I should look at areas with specular-like motion after REBLUR to see the effect
Yes, if TAA/DLSS/FSR are active.
Any requirements on the base color (linear/gamma) or it doesn't care?
Linear. But since SRV is coming from your side and it might auto perform "sRGB to linear" conversion - this is fine too. Actually, this is a good practice.
Fast history
Thanks. I adjusted the README a bit:
Simplified intro:
- *REBLUR* - recurrent blur based denoiser
- *RELAX* - A-trous based denoiser
- *SIGMA* - shadow-only denoiser
Added more explicit performance section:
Performance on RTX 4080 @ 1440p (native resolution, default denoiser settings):
- `REBLUR_DIFFUSE_SPECULAR` - 2.45 ms
- `RELAX_DIFFUSE_SPECULAR` - 2.90 ms
- `SIGMA_DIFFUSE_SPECULAR` - 0.30 ms
Clarified fast history:
[NRD] Fast history is the input signal, accumulated for a few frames. Fast history helps to minimize
lags in the main history, which is accumulated for more frames. The number of accumulated frames
in the fast history needs to be carefully tuned to avoid introducing significant bias and dirt. Initial
integration should be done with default settings.
Bear in mind the following recommendation:
maxAccumulatedFrameNum > maxFastAccumulatedFrameNum > historyFixFrameNum
Great, thank you for these explanations, they answer my questions.
On topic of documentation: comments for CommonSettings::enableValidation
refer to InstanceCreationDesc::allowValidation
which is no longer there:
https://github.com/NVIDIAGameWorks/RayTracingDenoiser/blob/067755e96c70d4122342c61a37124111715c4e57/Include/NRDSettings.h#L150-L151
https://github.com/NVIDIAGameWorks/RayTracingDenoiser/blob/067755e96c70d4122342c61a37124111715c4e57/Include/NRDDescs.h#L441-L446
Thanks. I removed:
, requires "InstanceCreationDesc::allowValidation = true"
It's a leftover...
All discussed changes are included in v4.4.0.
There is
IN_BASECOLOR_METALNESS
input, which is said in the c++ comments to be used ifCommonSettings::isBaseColorMetalnessAvailable = true
, however, there is no detail on:It would be nice if the readme mentioned
IN_BASECOLOR_METALNESS
somewhere with some details on it.By the way a nitpick: in
[NRD] The number of accumulated frames
section of the readme you've probably meant to say "bear in mind".