Denoising Volumetric ReSTIR
Investigating the trade off between denoising strength and additional Volumetric ReSTIR sampling under a fixed compute budget.
Motivation
The work builds based on the original implementation of Volumetric ReSTIR by Lin et al.(2021). While this technique already produces low variance samples by reusing light transport paths across space and time. In practice, however, real-time volumetric rendering pipelines often rely on denoising to further suppress noise.
This raises a key research question:
"Under a fixed frame-time budget, is it more effective to spend compute on stronger denoising, or to allocate that budget to improved Volumetric ReSTIR sampling?"
To answer this, we extended the original codebase with multiple denoising configurations and performed controlled comparisons across different scenes and camera motions.
Key Findings
- Perceptual Quality: Denoisers significantly reduce perceptual error, especially in complex scenes.
- Simple Scenes: In simple volumetric scenes, Volumetric ReSTIR already produces clean samples, making aggressive denoising less beneficial.
- Compute Allocation: Reallocating compute from denoising to sampling can recover much of the quality lost by weaker denoising.
- Efficiency: Low quality denoising combined with improved sampling often matches and sometimes exceeds the quality of high quality denoisers.
- Optimization: Selecting the strongest denoiser is not always optimal; best results come from balancing sample quality and denoiser strength.
Implementation
Denoiser Integrations
The following denoisers were integrated as render passes within the Falcor pipeline:
- Intel Open Image Denoise (OIDN) – GPU
- Intel Open Image Denoise (OIDN) – CPU
- NVIDIA OptiX AI Denoiser (Updated to OptiX 9.0 SDK)
Scene Configurations
- Simple Scene (Plume): A single volumetric plume illuminated by an environment map. This setup isolates denoiser behavior in participating media without surface occlusions.
- Complex Scene (Amazon Bistro): A geometrically dense environment populated with fog and over 20,000 emissive triangles, introducing complex visibility, occlusion, and lighting interactions.