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by yunnpp
36 days ago
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The noise from this technique would come from moving lights and world-space disocclusions. Lights don't move erratically in most scenes, objects maybe. But even then, this handles diffuse illumination only, which by its nature has low frequency noise. You won't get noise by shaking the camera violently like in an FPS, for example, which you would from modern ray/path-traced pipelines and I assume is what you're complaining about. So on the list of temporal techniques, this one is probably the most graceful to the noise/lag trade-off. "Crisp, noise-free, instant graphics" that were also incorrect and did not communicate mood and depth the way GI does. I see no reason to go back. |
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