Non-homogeneous denoising for virtual reality in real-time path tracing rendering
Real time Path-tracing is becoming an important approach for the future of games, digital entertainment, and virtual reality applications that require realism and immersive environments. Among different possible optimizations, denoising Monte Carlo rendered images is necessary in low sampling densit...
Main Authors: | , , , |
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Format: | Article |
Language: | English |
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Elsevier
2023-10-01
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Series: | Graphical Models |
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Online Access: | http://www.sciencedirect.com/science/article/pii/S1524070323000140 |
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author | Victor Peres Esteban Clua Thiago Porcino Anselmo Montenegro |
author_facet | Victor Peres Esteban Clua Thiago Porcino Anselmo Montenegro |
author_sort | Victor Peres |
collection | DOAJ |
description | Real time Path-tracing is becoming an important approach for the future of games, digital entertainment, and virtual reality applications that require realism and immersive environments. Among different possible optimizations, denoising Monte Carlo rendered images is necessary in low sampling densities. When dealing with Virtual Reality devices, other possibilities can also be considered, such as foveated rendering techniques. Hence, this work proposes a novel and promising rendering pipeline for denoising a real-time path-traced application in a dual-screen system such as head-mounted display (HMD) devices. Therefore, we leverage characteristics of the foveal vision by computing G-Buffers with the features of the scene and a buffer with the foveated distribution for both left and right screens. Later, we path trace the image within the coordinates buffer generating only a few initial rays per selected pixel, and reconstruct the noisy image output with a novel non-homogeneous denoiser that accounts for the pixel distribution. Our experiments showed that this proposed rendering pipeline could achieve a speedup factor up to 1.35 compared to one without our optimizations. |
first_indexed | 2024-03-11T21:25:13Z |
format | Article |
id | doaj.art-c35f35322918476fa08cfd9029b10b07 |
institution | Directory Open Access Journal |
issn | 1524-0703 |
language | English |
last_indexed | 2024-03-11T21:25:13Z |
publishDate | 2023-10-01 |
publisher | Elsevier |
record_format | Article |
series | Graphical Models |
spelling | doaj.art-c35f35322918476fa08cfd9029b10b072023-09-28T05:25:06ZengElsevierGraphical Models1524-07032023-10-01129101184Non-homogeneous denoising for virtual reality in real-time path tracing renderingVictor Peres0Esteban Clua1Thiago Porcino2Anselmo Montenegro3Universidade Federal Fluminense, Av. Gal. Milton Tavares de Souza, s/n, Niterói, Rio de Janeiro, 24210-346, Brazil; Corresponding author.Universidade Federal Fluminense, Av. Gal. Milton Tavares de Souza, s/n, Niterói, Rio de Janeiro, 24210-346, BrazilDalhousie University, 6299 South St, Halifax, Nova Scotia, B3H 4R2, CanadaUniversidade Federal Fluminense, Av. Gal. Milton Tavares de Souza, s/n, Niterói, Rio de Janeiro, 24210-346, BrazilReal time Path-tracing is becoming an important approach for the future of games, digital entertainment, and virtual reality applications that require realism and immersive environments. Among different possible optimizations, denoising Monte Carlo rendered images is necessary in low sampling densities. When dealing with Virtual Reality devices, other possibilities can also be considered, such as foveated rendering techniques. Hence, this work proposes a novel and promising rendering pipeline for denoising a real-time path-traced application in a dual-screen system such as head-mounted display (HMD) devices. Therefore, we leverage characteristics of the foveal vision by computing G-Buffers with the features of the scene and a buffer with the foveated distribution for both left and right screens. Later, we path trace the image within the coordinates buffer generating only a few initial rays per selected pixel, and reconstruct the noisy image output with a novel non-homogeneous denoiser that accounts for the pixel distribution. Our experiments showed that this proposed rendering pipeline could achieve a speedup factor up to 1.35 compared to one without our optimizations.http://www.sciencedirect.com/science/article/pii/S1524070323000140Foveated renderingDual-screen systemsHead-mounted devicesDenoising |
spellingShingle | Victor Peres Esteban Clua Thiago Porcino Anselmo Montenegro Non-homogeneous denoising for virtual reality in real-time path tracing rendering Graphical Models Foveated rendering Dual-screen systems Head-mounted devices Denoising |
title | Non-homogeneous denoising for virtual reality in real-time path tracing rendering |
title_full | Non-homogeneous denoising for virtual reality in real-time path tracing rendering |
title_fullStr | Non-homogeneous denoising for virtual reality in real-time path tracing rendering |
title_full_unstemmed | Non-homogeneous denoising for virtual reality in real-time path tracing rendering |
title_short | Non-homogeneous denoising for virtual reality in real-time path tracing rendering |
title_sort | non homogeneous denoising for virtual reality in real time path tracing rendering |
topic | Foveated rendering Dual-screen systems Head-mounted devices Denoising |
url | http://www.sciencedirect.com/science/article/pii/S1524070323000140 |
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