Comparing NVIDIA RTX and a Novel Voxel-Space Ray Marching Approach as Global Illumination Solutions

Abstract
In this work, we investigate the performance-as well as the quality difference-between the state of the art NVIDIA DXR ray tracing pipeline and a voxelspace ray marching (VSRM). In order to maintain an acceptable quality image outcome, as well as frame-rate, for tested low numbers of rays from one to 32, we use a simple denoiser. We show a similar quality outcome and less progressive dependency on the number of rays for VSRM compared with DXR.
Description

CCS Concepts Rendering → Global Illumination

        
@inproceedings{
10.2312:egp.20241036
, booktitle = {
Eurographics 2024 - Posters
}, editor = {
Liu, Lingjie
and
Averkiou, Melinos
}, title = {{
Comparing NVIDIA RTX and a Novel Voxel-Space Ray Marching Approach as Global Illumination Solutions
}}, author = {
Erlich, Oren
and
Aristizabal, Sarah
and
Li, Lucas
and
Woodard, Brandon
and
Humer, Irene
and
Eckhardt, Christian
}, year = {
2024
}, publisher = {
The Eurographics Association
}, ISSN = {
1017-4656
}, ISBN = {
978-3-03868-239-4
}, DOI = {
10.2312/egp.20241036
} }
Citation