Erlich, OrenAristizabal, SarahLi, LucasWoodard, BrandonHumer, IreneEckhardt, ChristianLiu, LingjieAverkiou, Melinos2024-04-302024-04-302024978-3-03868-239-41017-4656https://doi.org/10.2312/egp.20241036https://diglib.eg.org/handle/10.2312/egp20241036In this work, we investigate the performance-as well as the quality difference-between the state of the art NVIDIA DXR ray tracing pipeline and a voxelspace ray marching (VSRM). In order to maintain an acceptable quality image outcome, as well as frame-rate, for tested low numbers of rays from one to 32, we use a simple denoiser. We show a similar quality outcome and less progressive dependency on the number of rays for VSRM compared with DXR.Attribution 4.0 International LicenseCCS Concepts Rendering → Global IlluminationCCS Concepts Rendering → Global IlluminationComparing NVIDIA RTX and a Novel Voxel-Space Ray Marching Approach as Global Illumination Solutions10.2312/egp.202410362 pages