Texture Space Caching and Reconstruction for Ray Tracing

Published:08/29/2016   Last Updated:04/05/2018

texture space caching


We present a texture space caching and reconstruction system for Monte Carlo ray tracing. Our system gathers and filters shading on-demand, including querying secondary rays, directly within a filter footprint around the current shading point. We shade on local grids in texture space with primary visibility decoupled from shading.

Unique filters can be applied per material, where any terms of the shader can be chosen to be included in each kernel. This is a departure from recent screen space image reconstruction techniques, which typically use a single, complex kernel with a set of large auxiliary guide images as input. We show a number of high performance use cases for our system, including interactive denoising of Monte Carlo ray tracing with motion/defocus blur, spatial and temporal shading reuse, cached product importance sampling, and filters based on linear regression in texture space.

Video: Texture Space Caching and Reconstruction for Ray Tracing

View PDF: Texture Space Caching and Reconstruction for Ray Tracing

Download Source Code: Texrenderer

Product and Performance Information


Intel's compilers may or may not optimize to the same degree for non-Intel microprocessors for optimizations that are not unique to Intel microprocessors. These optimizations include SSE2, SSE3, and SSSE3 instruction sets and other optimizations. Intel does not guarantee the availability, functionality, or effectiveness of any optimization on microprocessors not manufactured by Intel. Microprocessor-dependent optimizations in this product are intended for use with Intel microprocessors. Certain optimizations not specific to Intel microarchitecture are reserved for Intel microprocessors. Please refer to the applicable product User and Reference Guides for more information regarding the specific instruction sets covered by this notice.

Notice revision #20110804