Stochastic sampling: space sources (Rect Gentle) and emissive supplies are calculated by stochastic jittering. As a consequence of frame-by-frame adjustments in tracing instructions, flickering happens, which the denoiser turns into slowly floating spots underneath the TV and close to the glass blocks.
Subpixel jitter (TAA/TSR Jitter): temporal anti-aliasing shifts the digital camera projection by fractions of a pixel every body. This causes microscopic adjustments within the coordinates of vivid pixels within the body buffer at geometry joints, inflicting corners and gaps to boil even with a stationary digital camera.
Scene Colour dynamics: if a self-illuminating object is animated (for instance, video on a TV display), its brightness in Scene Colour consistently adjustments. The algorithm immediately recalculates reflections for brand spanking new body buffer values, creating chaotic noise on the ground and partitions.
Hidden geometry (Occlusion in dynamics): when shifting the digital camera, glowing objects are occluded by different meshes or go off-screen. The algorithm immediately loses supply info from the Scene Colour buffer, inflicting sharp flashes and dips in brightness that the denoiser doesn’t have time to compensate for.
