Accelerating Denoising at the Speed of Light: Difference between revisions

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=== Problem Definition ===
=== Problem Definition ===
Given a 64x64 image rendered with one sample per pixel, along with other features that can be obtained using similar computational resources, we propose a denoising framework capable of producing a 64x64 output image that closely matches the quality of a ground-truth image rendered with 512 samples per pixel. Our framework is evaluated primarily based on two key criteria:
Given a 64x64 image rendered with one sample per pixel, along with other features that can be obtained using similar computational resources, we propose a denoising framework capable of producing a 64x64 output image that closely matches the quality of a ground-truth image rendered with 512 samples per pixel. Our framework is evaluated primarily based on two key criteria:
Quality- The generated image should closely replicate the realism and quality of the ground-truth image, assessed using Peak Signal to Noise Ratio (PSNR).
 
PerformanceThe system should be as computationally efficient as possible, evaluated by the number of frames it can denoise per second. This serves as a secondary metric.
Quality:
The generated image should closely replicate the realism and quality of the ground-truth image.
Quality is assessed using Peak Signal-to-Noise Ratio (PSNR).
Performance:
The system should be computationally efficient.
Performance is evaluated by the number of frames it can denoise per second, serving as a secondary metric.


== Methods ==
== Methods ==

Revision as of 06:56, 13 December 2024

Introduction

In computer graphics, real-time ray tracing has become widely adopted for generating high-quality visuals in applications like gaming and interactive simulations. A significant challenge in ray tracing is that using a low number of samples per pixel often results in noisy images, limiting their practical use. Achieving high-quality images typically requires ray tracing with a large number of samples per pixel, which demands substantial computational power and makes real-time generation difficult. Consequently, there is a growing need for effective noise reduction techniques for images rendered with fewer samples per pixel. Efficient denoising can produce high-quality images that preserve scene realism while optimizing computational resources.

Background and Problem Setup

Background

While applications such as gaming typically render high-resolution images (e.g., 1080p, 4K), recent advancements in fields like robotics have created a demand for extremely fast, real-time rendering of low-resolution images \cite{7019765}, \cite{8860966}. This project specifically addresses this challenge, focusing on developing high-quality and efficient denoising techniques for low-resolution ray-traced images.

Problem Definition

Given a 64x64 image rendered with one sample per pixel, along with other features that can be obtained using similar computational resources, we propose a denoising framework capable of producing a 64x64 output image that closely matches the quality of a ground-truth image rendered with 512 samples per pixel. Our framework is evaluated primarily based on two key criteria:

Quality: The generated image should closely replicate the realism and quality of the ground-truth image. Quality is assessed using Peak Signal-to-Noise Ratio (PSNR). Performance: The system should be computationally efficient. Performance is evaluated by the number of frames it can denoise per second, serving as a secondary metric.

Methods

Results

Conclusions

Appendix

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