Denoise ray-traced shadows

Hello,

I am wondering is there any article or paper focusing on denoise ray-traced shadows? I googled a lot and just find some ambiguous general idea.

“The denoiser is aware of the information about the light source, such as its size, shape, and direction and how far away it is from the receiver, as well as hit distances for shadow rays. The denoiser uses this information to try to derive an optimal spatial filter footprint for each pixel. The footprint is anisotropic with varying directions per pixel.” — Ray TRACING GEMS PREVIEW PART V

Currently I am just using a Gaussian Based denoiser, But the result is not good in some cases.

High roughness, High Metallic, Fine:

Medium high roughness, HighMetallic, Noise:


Low roughness, High Metallic, Fine:

Medium high roughness, low Metallic, Fine:

High roughness, low metallic, overblurred highlight shadows(the shadow under the green light):

Any ideas to improve denoiser quality?

Thanks

Best would be to just ask x.com on twitter. He always answers ray tracing stuff pretty fast :smile:

Also denoiser state of the art are currently moving to machine learning (dnn)

Thanks, I think I’ve found what I need.
https://research.nvidia.com/publication/2017-07_Spatiotemporal-Variance-Guided-Filtering%3A