Skip to content

Improve hdri sampling - #363

Merged
jeffamstutz merged 5 commits into
NVIDIA:next_releasefrom
tarcila:improve-hdri-sampling
Sep 16, 2026
Merged

jeffamstutz merged 5 commits into
NVIDIA:next_releasefrom
tarcila:improve-hdri-sampling

Conversation

@tarcila

@tarcila tarcila commented Sep 15, 2026

Copy link
Copy Markdown
Collaborator

Helps getting better value from each HDRI sample at low sample counts.

Below is rendering 1spp, this PR vs current next_release branch of VisRTX
screenshot-20260915-143642

Replace Shade with EvalBsdf so materials return only their reflection
response, including the incoming-angle factor. Let Quality and
Interactive handle light brightness, sampling probabilities, and
combination weights.
Include the HDRI map's estimated average brightness in Light Pick power,
using the existing sampling-table normalization. Give black maps zero
power.

Allocate samples according to map brightness as well as light settings,
targeting lower noise without changing expected image brightness. Test
brightness, intensity scale, scene radius, and black maps.
Add an environment sample favoring directions near the surface normal
whenever an HDRI exists, even when Light Pick selects another light.

Combine it with brightness-based sampling and reflected rays reaching
the environment without double-counting illumination. This adds sampling
work to reduce noise on matte surfaces and under broad skies.
Reflect samples from behind the surface onto its outward-facing side and
read the environment at the new direction.

Keep hidden HDRIs illuminating surfaces without appearing as camera
backgrounds. Guard zero-probability contributions against invalid
division.
Port Quality's sample folding, surface-oriented environment sampling,
and exact sampling probabilities to Interactive. Combine these with
reflected rays without double-counting illumination.

Share the folding helper while preserving Interactive's all-lights or
reweighted-subset sampling, rather than Quality's single-light
selection.

Include hidden HDRIs in reflected illumination. Correct overly bright
coarse maps and invalid results with hidden environments, while
targeting lower noise under broad skies.
@tarcila
tarcila requested a review from jeffamstutz September 15, 2026 19:13
@jeffamstutz
jeffamstutz merged commit d5e2ce6 into NVIDIA:next_release Sep 16, 2026
8 checks passed
@tarcila
tarcila deleted the improve-hdri-sampling branch September 16, 2026 15:06
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

2 participants