DirectX Raytracing: Real-Time Denoised Raytraced Ambient Occlusion

Опубликовано: 05 Апрель 2026
на канале: Microsoft DirectX 12 and Graphics Education
28,036
378

Raytraced Ambient Occlusion (AO) provides more accurate AO than traditional screen-space approximations. Raytraced AO is expensive though, and even the best DXR-capable hardware will produce a noisy result if we want things to run in real time.

To solve this problem, we wrote an efficient denoiser for raytraced AO. This is good starting point for developers to experiment with and expand upon. Get it at https://aka.ms/dxrRTAO

Raytraced Ambient Occlusion (AO) provides more accurate AO than traditional screen-space approximations. Raytraced AO is so expensive though, and even the best DXR-capable hardware will produce a noisy result if we want things to run in real time

To solve this problem, we wrote an efficient denoiser for raytraced AO. This is good starting point for developers to experiment with and expand upon. Get it at https://aka.ms/dxrRTAO

Our sample raytraces a complex 3D scene at 1 sample ray per pixel and tranforms the noisy result into a smooth and visually pleasing result with our denoiser. The denoiser runs at a low cost, fit for a 60+ FPS game. It denoises a 1080p 1spp AO at less than 0.8ms on RTX 2080 Ti. In practice, that translates to 4K framebuffer target as AO is often generated and denoised at quarter resolution and then bilaterally upsampled.