NVIDIA DLSS 3.5 | New Ray Reconstruction Enhances Ray Tracing with AI

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AI is transforming the world and computer  graphics is no exception. Five years ago we introduced DLSS, which revolutionized graphics  with better speed and better image quality   through artificial intelligence. Since then, the  AI model behind DLSS just keeps learning with   new capabilities such as Frame Generation,  increasing rendering speed by up to 4X with   excellent image quality. Today Neural Rendering  takes the next big step forward with DLSS 3.5   DLSS 3.5 improves Ray Tracing with a new AI model  that is more accurate and more beautiful than   traditional rendering methods. Let me show you how.  First, we need to understand how a Ray Traced image   is computed. The game engine has the materials and  geometry for the scene but that doesn't tell us   how the scene looks because we haven't computed  how all the lighting interacts with the scene.   To compute the final image with Ray tracing  we send Rays into the scene to interact with   the lighting and geometry, but we can never send  enough rays into the scene to understand exactly   how the scene looks because there are so many  pixels and because the rays don't distribute   themselves evenly throughout the scene. There's  always holes in our understanding of every scene.   Even offline Ray Tracers have to deal with  this problem and we do this by using denoisers.   There are multiple kinds of denoisers for every  frame that are combining information across   pixels in the frame by blending them together and  across multiple frames by accumulating information   in order to come up with our best estimate  of how the scene looks. Denoisers have a few   common challenges. Denoisers accumulate pixels  from prior frames in effect stealing rays from   the past in order to increase detail but they  do so at the risk of introducing ghosting and   removing dynamic lighting effects. For example,  here you can see ghosting that's introduced   when the denoiser grabs information from the  past frame in the wrong place. And you can also   see in this example that the global illumination  effects in this image were removed by the denoiser. Similarly, reflections can have lower detail  because the denoiser blends information across the   frame. The detail in this reflection was reduced  because the denoiser blurred pixels together   These days Ray Tracing is followed by upscaling  and that makes the job of the denoiser even more   challenging, because the denoiser naturally  removes high frequency information in order   to make a smooth image. Denoising is a difficult  task and upscaling is a difficult task. With AI,   we have the opportunity to bring them together  and train one model that's able to use all the   available information to solve both problems  together. With DLSS 3.5 we are introducing Ray   Reconstruction, which runs on all RTX GPUs to  provide the best image quality for Ray Traced   effects. By incorporating additional inputs from  the game engine and a new AI model that does both   super resolution and three reconstruction at the  same time. DLSS 3.5 is trained on five times more   data than DLSS 3. This was necessary because of the  diversity of Ray Tracing effects that the model   needs to recognize and work with. We've trained  this new DLSS model to recognize many different   Ray Tracing effects to make smarter decisions  about temporal and spatial information reuse,   and to retain all the high frequency data  that's necessary for high quality upscaling.   Ray Reconstruction is smarter than denoisers.  the DLSS AI is trained on a huge data set of   images created using an offline rendering process  with far more computation than could be available   in real time. The AI then recognizes certain  patterns that correspond to effects such as   Global Illumination and uses information from  it's training process in order to reconstruct   a more realistic and dynamic image. DLSS Ray  reconstruction generates higher quality Ray   Traced images. For example, here we're comparing  "DLSS Off" to "DLSS 3.5", and you can see that DLSS reduces ghosting and improves the dynamic lighting.  You can see reflections can be much sharper using   Ray Reconstruction even in movement. Creative  applications have a wide variety of content   which is challenging for traditional denoisers  because they need hand tuning for each scene.   As a result, you get sub-optimal image quality  when previewing a new scene in a creative app.   With DLSS Ray Reconstruction the AI recognizes  all types of scenes and so you can get much   higher image quality when you're previewing  a scene before committing to a final render.   Altogether DLSS gives you several AI powered  options to increase performance, enhance image   quality or both. It's all possible thanks to the  specialized tensor cores in every RTX GPU. Let's   see how it all comes together. We have a scene from  Cyberpunk 2077 in RT Overdrive Mode. It's beautiful   but it's not playable without AI to improve  the experience. We start by enabling DLSS Super   Resolution. DLSS Super Resolution reconstructs a  4K output from a much lower resolution input and   provides a huge performance boost and great image  quality. But we can do better. Next, we turn on DLSS Frame Generation which analyzes sequential frames  in order to create additional frames that further   increase smoothness. Finally, we can turn on DLSS Ray Reconstruction which further improves image   quality for Ray Traced effects, and in this scene  also improves FPS just a bit. The reason that can   sometimes happen is that we're replacing multiple  denoisers with one AI model. In general the speed   of games using Ray Reconstruction is going to be  about the same as the speed of games without. Five  years ago we started a revolutionary journey  to redefine graphics with Neural Rendering and   Artificial Intelligence. DLSS has come a long  way in five years and today's most immersive   and realistic experiences now rely critically  on the power of AI. Yet, the transformational   impact of AI is just getting started. We can't  wait to see where we'll be five years from now.
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Channel: NVIDIA GeForce
Views: 597,317
Rating: undefined out of 5
Keywords: NVIDIA, GeForce, PC Gaming, GeForce RTX, NVIDIA GeForce, NVIDIA RTX, DLSS3.5, AI, RTXOn, RayTracing, RT
Id: sGKCrcNsVzo
Channel Id: undefined
Length: 6min 17sec (377 seconds)
Published: Tue Aug 22 2023
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