Releases: NVIDIA-RTX/NRD
Releases Β· NVIDIA-RTX/NRD
v4.9.2
v4.9.1
v4.9.0fix
v4.9.0
HIGHLIGHTS:
- NRD: exposed
CommonSettings::strandMaterialID
andCommonSettings::strandThickness
to improve denoising on hair and grass - REBLUR: improved IQ without stabilization pass
- REBLUR: improved behavior in disocclusions and in case of a short history
- REBLUR: improved specular tracking
- REBLUR: exposed new settings
hitDistanceStabilizationStrength
andfireflySuppressorMinRelativeScale
- improvements and bug fixes
BREAKING CHANGES:
- REBLUR: changed usage of
maxBlurRadius
and its default value, old values should be multiplied by2
DETAILS:
- NRD: improved comments in main headers, added missing info
- NRD: added optional
NRD_FrontEnd_TrimHitDistance
toNRD.hlsli
- NRD: added
NRD_GetNormalizedStrandThickness
helper toNRD.hlsli
- NRD: exposed
CommonSettings::strandMaterialID
andCommonSettings::strandThickness
- NRD: exposed
NRD_USE_HISTORY_CONFIDENCE
,NRD_USE_DISOCCLUSION_THRESHOLD_MIX
andNRD_USE_BASECOLOR_METALNESS
macro switches allowing to disable almost dead and rarely used code - SIGMA: fixed very rare 2 pixel wide bleeding (introduced by Temporal Stabilization pass under special conditions)
- RELAX: fixed disocclusion threshold scaling
- RELAX: added missing "rect origin" offsets to
IN_DIFF_CONFIDENCE
,IN_SPEC_CONFIDENCE
andIN_DISOCCLUSION_THRESHOLD_MIX
inputs - REBLUR / RELAX: slope scale should not make disocclusion threshold > 1
- REBLUR / RELAX: hooked up
strandMaterialID
and updated disocclusion threshold logic - REBLUR: exposed
ReblurSettings::hitDistanceStabilizationStrength
allowing to control AO/SO responsiveness in the temporal stabilization pass and to reach parity with OCCLUSION denoisers if set to "0" - REBLUR: exposed
ReblurSettings::fireflySuppressorMinRelativeScale
(was previously a macro) - REBLUR: relaxed temporal stabilization pass on
strandMaterialID
- REBLUR: improved specular tracking by optimizing "smb" based accumulation
- REBLUR: improved firefly suppressor (making REBLUR more usable without stabilization)
- REBLUR: improved validation (highlights hitT outside of [0; 1] range)
- REBLUR: removed error estimation used for blur radius correction (barely affected image since ~v4 release)
- REBLUR: reduced ghosting on variadic roughness (more roughness details)
- REBLUR: implemented linear progression of blur radius (much cleaner disocclusions)
- REBLUR_OCCLUSION: disabled firefly suppression for hit distances (could lead to bias in disocclusions)
- REBLUR_OCCLUSION: anti-firefly is disabled in DIRECTIONAL_OCCLUSION too
- REBLUR_OCCLUSION: minor fast history improvements
- updated MathLib
- updated docs
- polishing
v4.8.2
HIGHLIGHTS:
- SIGMA improvements
DETAILS:
- SIGMA: fixed 1 pixel wide blur on shadows with penumbra size < 1 pixel
- SIGMA: better behavior for multi-layered shadows (a narrow penumbra inside a wide penumbra)
- SIGMA: reduced potential flickering
- SIGMA: fixed suboptimal output of the blur pass affecting TS pass
- SIGMA: improved weights for moments calculations in TS pass
- NRD: resolved some TODOs
- updated deps
- updated docs
v4.8.1
v4.8.1:
HIGHLIGHTS:
- Bug fixes and improvements
DETAILS:
- REBLUR_SH: fixed mis-normalized weighted sum for
diffSh
andspecSh
inHistoryFix
pass (the regression appeared after finding a better initial weight for the center pixel) - REBLUR_SH: minor performance optimization in "Temporal Stabilization" pass
- REBLUR_SH: fixed "touching" of
specSh.w
inHistoryFix
pass, which is "modified roughness" and must not be processed in any way
v4.8.0
HIGHLIGHTS:
- NRD: improved FP16 viewZ support
- SIGMA: made more friendly to per light shadow denoising (multi-light scenario)
- removed unused (non-denoisers)
SPECULAR_REFLECTION_MV
&SPECULAR_DELTA_MV
DETAILS:
- NRD: exposed
CommonSettings::viewZScale
, which should help to improve FP16 support - SIGMA:
IN_SHADOWDATA
=>IN_PENUMBRA
,IN_SHADOW_TRANSLUCENCY
=>IN_TRANSLUCENCY
- SIGMA: massaged front-end functions
- SIGMA: switched to use common
IN_VIEWZ
input instead of a custom one (it eliminates a need to clone ViewZ in case of multiple lights) - REBLUR: minor tweaks
- SPECULAR_REFLECTION_MV: deprecated and removed
- SPECULAR_DELTA_MV: deprecated and removed
- updated docs
v4.7.0
v4.7.0:
HIGHLIGHTS:
- REBLUR: minor performance optimization
- SIGMA: numerous improvements and bug fixes
- SIGMA: temporal stabilization pass can be disabled, what makes SIGMA more useful for per-light shadow denoising if lights are many
DETAILS:
- REBLUR: number of steps in "prev-prev" test reduced to 1 (was 2)
- SIGMA: taken kernel from REBLUR
- SIGMA: per pixel rotations replaced with per frame rotations
- SIGMA: tuned random rotators (affects REBLUR too)
- SIGMA: improved "umbra in wide penumbra" behavior
- SIGMA: clarified usage of
SIGMA_BackEnd_UnpackShadow
- SIGMA: reduced bias
- SIGMA: removed
SigmaSettings::blurRadiusScale
- SIGMA: exposed
SigmaSettings::lightDirection
- SIGMA: fixed mismatched behavior between opaque and translucent shadows
- SIGMA: anisotropic filtering support (currently only for directional light sources)
- SIGMA: reduced flickering in areas with a small blur radius (if TS is on)
- SIGMA: exposed
SigmaSettings::stabilizationStrength
(TS pass is disabled if 0) - SIGMA: reduced umbra blurring when in wide penumbra
- NRD INTEGRATION: bug fixes for debug logging
- Updated deps
- Updated docs
v4.6.1
v4.6.1:
HIGHLIGHTS:
- NRD: shaders made compatible with Vulkan 1.2
- NRD: improved curvature
- REBLUR: various improvements
DETAILS:
- NRD: shaders made compatible with Vulkan 1.2
- NRD: improved curvature
- REBLUR: updated code to reflect fixes in
MathLib
- REBLUR: reduced potential darkening on the screen boundaries
v4.6.0
v4.6.0
HIGHLIGHTS:
- REBLUR: exposed previously hard-coded parameter
minBlurRadius
- NRD: no algorithmic changes
DETAILS:
- REBLUR: exposed
minBlurRadius
, which is used in the converged state - REBLUR:
blurRadius
renamed tomaxBlurRadius
- REBLUR: code cleanup
- SIGMA: code cleanup
- NRD INTEGRATION: updated to the latest NRI
- slightly updated docs