Nvidia corporation (20240257439). REFLECTION DENOISING IN RAY-TRACING APPLICATIONS simplified abstract

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REFLECTION DENOISING IN RAY-TRACING APPLICATIONS

Organization Name

nvidia corporation

Inventor(s)

Shiqiu Liu of Santa Clara CA (US)

Christopher Ryan Wyman of Redmond WA (US)

Jon Hasselgren of Bunkeflostrand (SE)

Jacob Munkberg of Skane (SE)

Ignacio Llamas of Palo Alto CA (US)

REFLECTION DENOISING IN RAY-TRACING APPLICATIONS - A simplified explanation of the abstract

This abstract first appeared for US patent application 20240257439 titled 'REFLECTION DENOISING IN RAY-TRACING APPLICATIONS

The patent application describes a method that utilizes the spatial and reflective properties of a virtual environment to create an anisotropic kernel filter for a pixel.

  • The approach leverages the size, shape, and orientation of a bidirectional reflectance distribution function (BRDF) lobe of a light path, as well as its position relative to reflection surfaces, virtual screens, and virtual cameras.
  • Geometry is computed to project a reflection of the BRDF lobe below the surface along a view vector to the pixel, allowing for accurate representation of the spatial characteristics and reflective properties.
  • The dimensions and weights of the anisotropic filter kernel correspond to the BRDF lobe, reflecting the virtual environment and surface properties accurately.

Potential Applications: - Computer graphics rendering - Virtual reality simulations - Image processing algorithms

Problems Solved: - Enhancing the realism of virtual environments - Improving the accuracy of reflections in computer-generated imagery

Benefits: - Increased visual fidelity in virtual environments - Enhanced user experience in virtual reality applications - Improved image quality in computer graphics

Commercial Applications: Title: Advanced Image Rendering Technology for Virtual Environments This technology can be used in video games, architectural visualization, and virtual product showcases to create realistic and immersive experiences for users.

Questions about the technology: 1. How does this method improve the accuracy of reflections in virtual environments? 2. What are the potential limitations of using anisotropic kernel filters in image processing algorithms?


Original Abstract Submitted

disclosed approaches may leverage the actual spatial and reflective properties of a virtual environment—such as the size, shape, and orientation of a bidirectional reflectance distribution function (brdf) lobe of a light path and its position relative to a reflection surface, a virtual screen, and a virtual camera—to produce, for a pixel, an anisotropic kernel filter having dimensions and weights that accurately reflect the spatial characteristics of the virtual environment as well as the reflective properties of the surface. in order to accomplish this, geometry may be computed that corresponds to a projection of a reflection of the brdf lobe below the surface along a view vector to the pixel. using this approach, the dimensions of the anisotropic filter kernel may correspond to the brdf lobe to accurately reflect the spatial characteristics of the virtual environment as well as the reflective properties of the surface.