

describe the issue and steps to reproduce on GitHub.Try to reproduce a problem in the NRD sample first.NRD sample has TESTS section in the bottom of the UI, a new test can be added if needed. Grab generated in the root directory _NRD_SDK and _NRI_SDK (if needed) folders and use them in your project.Compile the solution ( Debug / Release or both, depending on what you want to get in NRD package).It can be used to verify that the library meets the application expectations. LibraryDesc includes encoding settings too. These settings are dumped in NRDEncoding.hlsli file, which needs to be included on the application side prior NRD.hlsli inclusion to deliver encoding settings matching NRD settings. NRD_NORMAL_ENCODING and NRD_ROUGHNESS_ENCODING can be defined only once during project deployment. NRD_STATIC_LIBRARY - build static library.NRD_USE_PRECOMPILED_SHADERS - use precompiled shaders (will be embedded into the library).NRD_DISABLE_SHADER_COMPILATION - disable shader compilation (shaders can be compiled on another platform).NRD_ROUGHNESS_ENCODING - roughness encoding for the entire library.NRD_NORMAL_ENCODING - normal encoding for the entire library.NRD_SHADERS_PATH - shader output path override.NRD_DXC_CUSTOM_PATH = "custom/path/to/dxc" - custom DXC to use if Vulkan SDK is not installed.Build (variant 2) - by running scripts:.Generate and build the project using CMake.Build (variant 1) - using Git and CMake explicitly.Linux (aarch64): find a precompiled binary for DXC or disable shader compilation NRD_DISABLE_SHADER_COMPILATION=OFF.The integration layer, provided as a part of SDK, can be used to simplify this kind of integration. In this case, the engine should expose native Graphics API pointers for certain types of objects. Native implementation of the NRD API using engine capabilities.It can be integrated into any DX12, VULKAN or DX11 engine using two variants: NRD is distributed as a source as well with a “ready-to-use” library (if used in a precompiled form). irradiance with "removed" materials) can be used instead of radiance (see "Recommendations and Best Practices" section). Shadows from multiple sources (experimental).įor diffuse and specular signals de-modulated irradiance (i.e.

Shadows from a local light source (omni, spot).Shadows from an infinite light source (sun, moon).Diffuse & specular radiance in spherical harmonics (spherical gaussians) (SH variants).Diffuse (ambient) directional occlusion (DIRECTIONAL_OCCLUSION variant).Diffuse (ambient) & specular occlusion (OCCLUSION variants).It uses 30% more memory and 20% slower than REBLUR RELAX - SVGF based denoiser using clamping to fast history to minimize temporal lag, has been designed for RTXDI (RTX Direct Illumination).NRD is a fast solution that slightly depends on input signals and environment conditions. The library has been designed to work with low rpp (ray per pixel) signals. NVIDIA Real-Time Denoisers (NRD) is a spatio-temporal API agnostic denoising library. For quick starting see NRD sample project.
