Ray-Traced Shadow Denoising With Variance-Adaptive Temporal Filtering

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Solution Overview

Problem

Conventional ray tracing methods for rendering images result in noisy render data due to sparse sampling of shadow rays, leading to inefficient use of computing resources and increased rendering times, while existing denoising techniques require costly bandwidth for storing and processing hit distance data.

Innovation Solution

Adaptive spatiotemporal shadow denoising filters are employed, where filter values are defined based on variance in temporally accumulated ray-traced samples, allowing for the exclusion of irrelevant samples and reducing the need for storing hit distance data, thereby conserving computing resources.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If shadow rays are sparsely sampled to conserve computing resources, then rendering time is reduced, but noise in render data increases

Engineering Contradiction:
Improverendering speedVSAvoidrender accuracy
Core Design Contradiction:
ProductivityVSManufacturing precision

Solution Approach 1:

The patent introduces an intermediary denoising filter that processes the noisy but computationally efficient sparsely-sampled shadow rays. This filter acts as a mediator between the sparse sampling approach and the final render output, removing noise artifacts while preserving the computational efficiency of sparse sampling.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The patent creates a copy of the shadow ray sampling process by generating multiple pseudo-random samples that statistically represent the lighting conditions. Instead of casting many actual shadow rays, the system uses copied sample data that mimics the statistical properties of fully-sampled shadows, achieving visual fidelity with reduced computation.

Inventive Principle:
Principle #26Copying

2Manufacturing precision

If conventional shadow denoising filters use ray-hit distance to guide filtering, then denoising accuracy improves, but bandwidth requirements and computational overhead increase

Engineering Contradiction:
Improvedenoising accuracyVSAvoiddata storage and processing complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The patent extracts and removes the requirement for storing and processing hit distance data from the denoising pipeline. By eliminating this data dependency, the system achieves denoising without the associated bandwidth and computational overhead, while maintaining effectiveness through alternative filtering guidance mechanisms.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The denoising filter is designed to be self-sufficient by not requiring external hit distance data. The filter adapts to the local characteristics of the shadow data itself, using the available shadow ray samples to guide the denoising process without needing additional geometric information from the scene.

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS20260080606A1Efficient denoising for ray-tracing systems and applications
Publication Date: 2026.03.19 NVIDIA CORP
  • US20260080606A1 patent drawing
  • US20260080606A1 patent drawing
  • US20260080606A1 patent drawing

AI summary

In examples, a filter used to denoise shadows for a pixel(s) may be adapted based at least on variance in temporally accumulated ray-traced samples. A range of filter values for a spatiotemporal filter may be defined based on the variance and used to exclude temporal ray-traced samples that are outside of the range. Data used to compute a first moment of a distribution used to compute variance may be used to compute a second moment of the distribution. For binary signals, such as visibility, the first moment (e.g., accumulated mean) may be equivalent to a second moment (e.g., the mean squared). In further respects, spatial filtering of a pixel(s) may be skipped based on comparing the mean of variance of the pixel(s) to one or more thresholds and based on the accumulated number of values for the pixel.