This repo contains HLSL shaders for an implementation of Nvidia's Spatiotemporal Variance-Guided Filtering paper.
The implementation was developed by Andrei Bazzaev and myself as part of our 3rd year university project - On The Bubble. It is based on Nvidia's Falcor SVGF.
Explanation of shaders (in order of dispatches):
- Reproject - Uses previous and current's frame data to lower amount of variance through temporal integration
- CalculateWeights - Calculates weights to estimate variance for pixels with limited history
- ATrous - Filters and smooths noise based on the variance estimations
- Modulate - Remodulates albedo and adds emission back in