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RTX Texture Filtering (RTXTF)

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Description

RTX Texture Filtering as described in this link https://research.nvidia.com/publication/2024-05_filtering-after-shading-stochastic-texture-filtering is a technique that allows for more flexibility in texture filtering. RTXTF effectively loads a texel per frame based on the target filter and the probability to select a texel in that filtering footprint. Over many frames, the texels are interpolated based on frequency of selection in the filtering footprint with a TAA upscaler. The best results of interpolating with a TAA upscaler have been observed with DLSS-SR for bilinear and for noisier higher order filters like bicubic or gaussian, DLSS-RR is recommended. Some of the main differences with RTXTF is that shading is performed prior to filtering and higher order filters can be used without adding performance degradation due to the stochastic filtering approach.

Filter types supported for Texture2D, Texture2DArray, TextureCube, Texture3D:

  1. Linear
  2. Cubic
  3. Gaussian

Project structure

Directory Details
/docs Documentation for showcased tech
/donut Framework used for the samples
/assets Assets and scene definitions
/sample _Sample showcasing usage of RTXTF-Library

Getting up and running

Prerequisites

Any DXR GPU | CMake v3.24.3 | Vulkan SDK 1.3.268.0 | VS 2022 | Windows SDK ≥ 10.0.20348.0 | Driver ≥ 555.85

Further steps

Citation

Use the following BibTex entry to cite the usage of RTXTF in published research:

@online{RTXTF,
   title   = {{{NVIDIA}}\textregistered{} {RTXTF}},
   author  = {{NVIDIA}},
   year    = 2025,
   url     = {https://github.com/NVIDIA-RTX/RTXTF},
   urldate = {2025-02-06},
}

Collaborative Texture Filtering

CTF

Collaborative Texture Filtering (CTF) is a new technique to improve magnification quality of Stochastic Texture Filtering. For complete details on how CTF improves magnification quality, please read the research paper here: https://research.nvidia.com/labs/rtr/publication/akeninemoller2025collaborative/collaborative_texfilt.pdf

Known Issues

  • Be cautious when implementing RTXTF with volumetrics, decals, alpha maps, noise textures or look up tables because they can lead to unexpected results. Volumetrics
  • Alpha tested materials can be problematic for shadows so it is disabled in the RTXTF SDK.
  • Using RTXTF with offscreen render targets like Shadow Maps or Cube Maps will not accumulate enough samples to be properly denoised by DLSS.
  • We recommend using CTF Min Max Version 2 as a method to reduce lighting artifacts at the cost of some performance.
  • RTXTF requires DLSS to resolve the noise that RTXTF generates. Any RTXTF methods performed after DLSS will be noisy.
  • Making RTXTF optional with regular HW filtering can lead to additional shader permutations having to be added.

Support

Please use issues to submit any request for changes or email rtxtf-sdk-support@nvidia.com for developer support.

License

NVIDIA RTX SDKs LICENSE

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NVIDIA RTX Texture Filtering SDK

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