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Releases: NVIDIA-RTX/NRD-Sample

v4.14.2

19 Mar 10:40
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NRD updated to v4.14.2:

  • changes due to NRI and MathLib updates

v4.14.1

07 Mar 10:34
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NRD updated to v4.14.1:

  • PT: disabled blue noise in OCCLUSION modes if hitT reconstruction is on (sampling pattern becomes sparse, making blue noise unusable)
  • added "improve me" tests for RR

v4.14.0

04 Mar 04:55
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NRD updated to v4.14.0:

  • Upscaling: DLSS and NIS related code removed and replaced with NRIUpscaler extension (also includes FSR/XeSS support)
  • Upscaling: added a compile time CNN (legacy) to TNN (fancy transformer) switch for DLSS-SR
  • SHARC: switched to SHARC_SEPARATE_EMISSIVE to minimize lags
  • PT: improved materialID usage for denoising
  • PT: fixed materialID type (no functional changes)
  • UI: reflected NRD changes
  • CMake: added support for CMAKE_MSVC_RUNTIME_LIBRARY coming from the command line
  • reduced code entropy
  • updated deps

v4.12.0

06 Feb 07:19
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NRD updated to v4.12.0:

  • integrated DLSS-RR (native integration via NGX API)
  • CMake: improvements
  • code simplifications to respect NRI v1.163 goodness
  • updated dependencies

v4.11.3

03 Jan 05:33
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NRD updated to v4.11.3:

  • PT: hooked up NRD_MaterialFactors
  • PT: improved glass
  • PT: SHARC usage for specular made lobe-footprint-based instead of "smc"-based
  • UI: added "Glass" checkbox, transforming some cubes into glass!
  • added NRD_RESTORE_INITIAL_STATE switch
  • added CPU-side performance markers
  • better stated geometry flags
  • NRI updated to v1.158
  • updated deps
  • updated tests

v4.11.1

11 Nov 08:50
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NRD updated to v4.11.1:

  • PT: added clamping of sampling probabilities for 2nd+ bounces to avoid high energy fireflies
  • UI: adjustments
  • updated tests
  • refactoring

v4.11.0

05 Nov 05:02
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NRD updated to v4.11.0:

  • PT: added 1-bit mask for glass and hair
  • PT: fixed dark tails, left by moving emissive objects
  • PT: ray offsetting tweaks
  • UI: adjustments
  • NRI updated to v1.154
  • eliminated awkwardness around materialID
  • dropped 3D MV
  • improved TAA, also fixed potential ghosting and pixelation, while keeping IQ on glass and hair
  • added USE_CAMERA_ATTACHED_REFLECTION_TEST

v4.10.0

11 Oct 10:49
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NRD updated to v4.10.0:

  • PT: fixed curvature (scaling from matrices was applied incorrectly)
  • PT: curvature computed on the fly, using minimal per-primitive data, coming from the CPU side
  • PT: simplified curvature usage for hit distance estimation for NRD (removed some hacks)
  • UI: added "boost" option, which is available if SHARC is ON (it's a good practice to shorten history by ~30% if SHARC is available)
  • hooked new NRD integration features (FP16 promotion and FP32 demotion)
  • NRI updated to v1.152
  • code improvements
  • updated tests

v4.9.3fixed

07 Sep 12:53
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Same as v4.9.3 but includes a few simple fixes for some major regressions.

v4.9.3

06 Sep 05:50
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NRD updated to v4.9.3:

  • SHARC: lighting model used for cache population switched to "full" model with "true" specular
  • SHARC: improved update to keep cache behind the camera alive
  • SHARC: fixed energy conservation for Burley diffuse
  • PT: fixed energy conservation for Burley diffuse
  • PT: fixed glass behavior on top of a PSR-ed surface (fix after fix)
  • PT: lighting at PSR decoupled into direct (shadows go through SIGMA) and indirect (goes through NRD)
  • PT: indirect lighting at PSR is split into diffuse and specular according to diffuse probability in case of "1 path perf diffuse, 1 path per specular" mode (had wrong energy)
  • PT: eliminated visible seams between L1 (prev frame) and L2 (SHARC) radiance caches
  • PT: fixed darkening if prev frame reprojection with confidence < 1 ends the path
  • PT: metal and non-metal material IDs get used in PSR like in normal frame
  • PT: optimizations
  • PT: fixed broken mips for indirect rays (were too conservative)
  • fixed potential NANs in curvature
  • NRI updated to v1.147