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Beyond White Noise for Real-Time Rendering

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SEED – Electronic Arts

Going beyond white noise for temporal and spatial denoising in realtime rendering can produce better results with no increase in rendering time.

In this presentation, SEED’s Alan Wolfe discusses the use of different types of noise for random number generation, focusing on applications in real time rendering, and includes research just published at I3D 2024.

In randomized rendering algorithms, white noise is what the supporting math uses and does indeed work. However, changing the source of random numbers can produce much higherquality results without increasing rendering time.

So without even switching the rendering algorithm, the use of better noise can significantly improve the perceptual quality or measured error of images in ray trace rendering, and beyond.

Alan’s presentation covers:

Randomness and fairness in number generation
Stochastic rendering
Noise textures and error patterns

Download the presentation deck here: https://www.ea.com/seed/news/beyondw...



SEED is a pioneering group within Electronic Arts, combining creativity with applied research. We explore, build, and help determine the future of interactive entertainment.

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posted by Heggenesll