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I like how biased rendering is starting to look like unbiased rendering because the estimations are getting better and smarter.

As far as I understood the article the method works like this:

- per pixel estimate which lights contribute

- from those lights pick a random one and store how much it contributes

- give priority to lights that contribute the most

- the next frame uses the data of the previous frame

- neighboring pixels are used to remove noise

I wonder how useful this is for fast moving games. Wouldn't this be very noisy?




Right now it would be pretty noisy even on slow-moving games, but it’s a good start. I’ve never done graphics work professionally so take this with a grain of salt, but I’d wager that fast-moving games can probably actually get away with tricks like this even more than slow-moving ones because you can add motion blur on top of it and players will rarely have a chance to closely investigate the graphics, which allows you to take more shortcuts.


Not to mention noise removal fullscreen/2d/postprocessing

Or doing all this light pass at a lower resolution and then upscaling it & denoising at the same time




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