Texture Space Caching and Reconstruction for Ray Tracing

By Jacob Munkberg, Jon Hasselgren, Petrik Clarberg, Magnus Andersson and Tomas Akenine-Möller
Intel Corporation


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.

Author Preprint: Texture Space Caching and Reconstruction for Ray Tracing [PDF 45MB]

Video: Texture Space Caching and Reconstruction for Ray Tracing

Source Code: Texrender [ZIP 992KB]

This software is subject to the U.S. Export Administration Regulations and other U.S. law, and may not be exported or re-exported to certain countries (Cuba, Iran, North Korea, Sudan, and Syria) or to persons or entities prohibited from receiving U.S. exports (including Denied Parties, Specially Designated Nationals, and entities on the Bureau of Export Administration Entity List or involved with missile technology or nuclear, chemical or biological weapons).

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