Nvidia · Filed Dec 22, 2025 · Published May 14, 2026 · verified — real USPTO data

Nvidia Patents a Smarter Denoising Filter for Ray-Traced Shadows

Ray-traced shadows look stunning, but cleaning up their noise is expensive. Nvidia's patent describes a way to skip that cleanup work entirely in areas where it wouldn't matter anyway.

Nvidia Patent: Smarter Shadow Denoising in Ray Tracing — figure from US 2026/0134519 A1
FIG. 1A — rendered from the official USPTO publication PDF.
Publication number US 2026/0134519 A1
Applicant NVIDIA Corporation
Filing date Dec 22, 2025
Publication date May 14, 2026
Inventors Pawel Kozlowski
CPC classification 345/426
Grant likelihood High
Examiner CENTRAL, DOCKET (Art Unit OPAP)
Status Docketed New Case - Ready for Examination (Feb 2, 2026)
Parent application is a Continuation of 18339146 (filed 2023-06-21)
Document 20 claims

How Nvidia skips unnecessary shadow smoothing in ray tracing

Imagine you're playing a game with ray-traced lighting. The edges of shadows — the soft, blurry zones where light partially reaches — are called penumbras. Those are the only areas that actually need noise reduction after ray tracing calculates them. The fully lit spots and the fully dark spots? They're already clean.

Nvidia's patent describes a method where the GPU figures out, before doing any expensive filtering work, which areas of the screen fall inside a penumbra and which don't. It does this by having groups of threads share their shadow-sampling results with each other on the fly, so the whole group can collectively decide whether their pixels are in a 'soft edge' zone worth processing.

The upshot is that the denoising filter — which smooths out the grainy look of ray-traced shadows — only runs where it's actually needed. That saves GPU time and potentially translates into better frame rates or higher quality at the same performance cost.

How the warp detects penumbra regions before denoising

The patent describes a GPU scheduling trick built around how parallel processors group their work. On Nvidia hardware, threads are bundled into units called warps (AMD calls them wavefronts) — small clusters of threads that execute together in lockstep.

Each thread in a warp corresponds to a pixel in the rendered image. Each thread casts one or more rays from its pixel's position toward a light source to test visibility — basically asking 'can this pixel see the light?' The results of those ray casts are the first values the patent refers to.

Here's the clever part: using a wave intrinsic function (a low-level GPU instruction that lets threads within the same warp instantly read each other's data without going through slow memory), the threads share their visibility results. The warp collectively computes a second value that classifies their shared region as:

  • Fully lit — no denoising needed
  • Fully in shadow — no denoising needed
  • In a penumbra (partially lit, soft edge) — denoising required

Only regions flagged as penumbras get passed to the denoising filter. Fully lit or fully shadowed regions are skipped entirely, avoiding unnecessary compute on pixels whose values are already stable.

What this means for real-time ray-traced lighting performance

Ray-traced shadows are one of the most computationally demanding parts of modern real-time rendering. Denoising — the post-process step that smooths out the statistical noise inherent in stochastic ray tracing — is itself expensive. Any technique that narrows down where that work happens matters a lot in a frame budget measured in milliseconds.

For you as a player or developer, this is the kind of optimization that quietly enables better shadow quality at the same frame rate, or helps ray tracing run on mid-range GPUs that don't have the headroom to brute-force denoise every pixel. It's also worth noting this is a continuation of a patent chain going back to 2021, which suggests the underlying technique is already shipping in some form — possibly inside Nvidia's existing RTX denoising stack.

Editorial take

This is genuinely useful infrastructure work, not a flashy research demo. The penumbra-detection shortcut is elegant because it exploits something the GPU hardware already does — thread-level data sharing within a warp — rather than adding new passes or memory overhead. The fact that this is a continuation of a 2021 filing that already resulted in two granted patents (11,727,535 and 12,505,515) strongly suggests this is real shipping technology, not speculative IP.

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Source. Full patent text and figures from the official USPTO publication PDF.

Editorial commentary on a publicly published patent application. Not legal advice.