NVIDIA-RTX / NVIDIA-RTX/Streamline
DLSS Ray Reconstruction - Surfaces have a ghosting/reprojection issue
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- Dominant language
- C
- Stars
- 1.2k
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Description
When denoising global illumation (color input is raster direct + raytraced indirect) looking around exposes a weird, parallax-like effect on surfaces, almost like they ghost behind (or forward?)
https://youtu.be/3gR0A1YtIeQ
https://youtu.be/vUCeiUn6CnQ
(Original quality videos in temp storage)
https://gofile.io/d/Df6SV7
https://gofile.io/d/FHAqQI
Path tracing denoises just fine with RR (all input textures will come from raytracing instead of raster then), but other inputs, like jitter and the matrices remain the same.
Regular DLSS works just fine with the same inputs (minus diffuse and specular albedo and normal roughness of course)
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by reviewing the two linked reproduction videos and comparing raster direct plus raytraced indirect global illumination with the path-tracing case. Check the reported jitter and matrix inputs against the working regular DLSS path. Done means the parallax-like ghosting or reprojection effect is no longer visible on affected surfaces.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- c
- Domain
- computer-graphics
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Quiet
- Clarity
- Needs clarification
- Newbie friendliness
- 35/100