#ReSTIR
Using ReSTIR to importance sample the brightest pixels on an image

www.shadertoy.com/view/XfycWw
February 15, 2025 at 9:49 AM
New blog post! Go read about making ReSTIR better, killing ReSTIR, improving denoising, and more! jms55.github.io/posts/2026-0...
September 18, 2026 at 9:23 PM
Worth watching presentation, also provides some background info on how ReSTIR came to be and where it is heading: "ReSTIR: Traveling the Path of Reuse" www.youtube.com/watch?v=MRg9...
I3D 2025 Chris Wyman's Keynote "ReSTIR: Traveling the Path of Reuse"
YouTube video by I3D Symposium
www.youtube.com
July 31, 2025 at 12:20 PM
Variable Rate Tracing ReSTIR GI mateuszkolodziejczyk00.github.io/2025/06/18/v...
Variable Rate Tracing ReSTIR GI
Introduction
mateuszkolodziejczyk00.github.io
July 26, 2026 at 7:05 PM
O wow, ReSTIR keeps giving. Awesome stuff.
Histogram Stratification for Spatio-Temporal Reservoir Sampling

Corentin Salaün, Martin Bálint, Laurent Belcour, Eric Heitz, Gurprit Singh and Karol Myszkowski

(Max Planck Institute for Informatics, Germany & Intel, France)

iribis.github.io/publication/...
June 19, 2025 at 10:18 AM
Work on Bevy Solari continues!

I've been working on a unified ReSTIR-PT-ish (no hybrid shift, just reconnection) architecture that does DI+GI and diffuse+specular all in one pass, instead of the 3 separate ReSTIR DI / ReSTIR GI / Specular GI passes I used to have.
May 23, 2026 at 1:57 PM
I wonder if "Epic" preset for Lumen and Virtual Shadow Maps should instead be replaced by Restir GI and Restir DI/Mega Lights. Lumen and VSM do not scale up well from a visual perspective for the performance spent - but having "Epic" be a different technique would make that cost more worth it.
October 20, 2025 at 12:53 PM
Our #SIGGRAPH2026 paper "Multi-Layer Reservoir Splatting for Temporal Reuse under Disocclusion" improves #ReSTIR by reusing previously occluded samples.

Video: youtu.be/-ya1bBnwx38

Project Page: graphics.cs.utah.edu/research/pro...
June 27, 2026 at 1:59 AM
Cool upcoming SIGGRAPH 2026 paper on improved ReSTIR PT by Shi at al.: hercier.github.io/restcv/
June 10, 2026 at 8:08 AM
Ke-Sen Huang has a large batch of SIGGRAPH Asia papers today:
www.realtimerendering.com/kesen/siga20...
Among them: "ReSTIR PG: Path Guiding with Spatiotemporally Resampled Paths" by Zeng et al., which describes a *real-time* framework combining ReSTIR PT and path guiding.
December 4, 2025 at 10:39 AM
Here is a new blog post of mine, where I dive deep into the theory and math behind ReSTIR GI.

Big thanks to Markus Kettunen for verifying the theory, reviewing the article, and catching a key detail I had missed.

agraphicsguynotes.com/posts/unders...
Understanding The Math Behind ReSTIR GI
Recently, I had the pleasure of contributing to Nvidia’s Zorah project, the flagship demo for the RTX 50 Series GPUs. My primary role was to provide technical support for light transport in Zorah, whi...
agraphicsguynotes.com
May 10, 2025 at 12:11 AM
Still no luck integrating ReSTIR into full GI (using a simpler way than what the ReSTIR GI paper does). Left if ground truth, right is my attempt. It runs faster, but is clearly darker...
November 19, 2025 at 12:48 PM
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording for "Real-Time Subsurface Scattering via Hybrid ReSTIR-Path-Tracing and Diffusion” talk by Tanki Zhang from NVIDIA is now online youtu.be/AtFBbMnUgoc?...
2025 Advances in RT Rendering - RT Subsurface Scattering via Hybrid RESTIR-Path Tracing & Diffusion
YouTube video by SIGGRAPH Advances in Real-Time Rendering
youtu.be
December 29, 2025 at 9:10 PM
🦎 Restir conçontré devant le tour de France 💤💤😹
July 21, 2024 at 1:20 PM
This is a great article about ReGIR / World-Space ReSTIR with nice improvements by Tom Clabault:
tomclabault.github.io/blog/2025/re...
ReGIR - An advanced implementation for many-lights offline rendering | Tom Clabault
Tom Clabault's website
tomclabault.github.io
November 25, 2025 at 12:52 PM
@jiayincao.bsky.social has an awesome new post on ReSTIR GI; highly recommended reading:
May 10, 2025 at 6:34 PM
Through The Ages has gotten a new Experimental Beta Branch on Steam with NVIDIA Mega Geometry, ReSTIR PT, DLSS 4 & Ray Reconstruction. Beware, this is a super heavy workload!
store.steampowered.com/news/app/347...
#UE5 #UnrealEngine #GameDev #VFX #RayTracing #Graphics #Retro #PathTracing #TechDemo
Through The Ages - Experimental Branch Added with NVIDIA Mega Geometry & ReSTIR PT - Steam News
NVIDIA Mega Geometry, ReSTIR PT, DLSS 4 & Ray Reconstruction
store.steampowered.com
March 18, 2025 at 4:27 AM
Re-posting some of my previous blog posts. Here's a post explaining some concepts of ReSTIR without using math! zyanidelab.com/how-to-add-t...
How to add thousands of lights to your renderer and not die in the process
Why ReSTIR is good for you.
zyanidelab.com
October 25, 2024 at 7:46 PM
"Real-time denoising of importance sampled direct lighting", MSc thesis describing the denoising approach used for ReSTIR DI in Northlight engine for Alan Wake 2, also nice summary and reference for various denoising techniques aaltodoc.aalto.fi/server/api/c...
aaltodoc.aalto.fi
November 8, 2024 at 1:28 PM
I'd like to share @daqilin.bsky.social and I co-authored a chapter in the latest GPU Zen 4 book.

We cover the engineering details of implementing ReSTIR GI & PT in UE5's NvRTX branch, adopted in NVIDIA's Zorah project showcased at CES and GDC last year.

The book is now available on Amazon.
February 20, 2026 at 5:10 PM
Pioneer Pretraced rayguiding!
* Shoot low res rays
* Spatially spread bright ray hits
* Use bright rays to guide real traced rays
Drastically improved directional GI quality, low cost, around 0.2-0.3ms extra
Inspired by Restir, but this has 0 additional temporal lag!
August 8, 2026 at 2:07 AM
NVIDIA says new ReSTIR path tracing update is 2 to 3 times faster, but this is still research
NVIDIA says new ReSTIR path tracing update is 2 to 3 times faster, but this is still research - VideoCardz.com
ReSTIR PT Enhanced could lower the cost of real-time path tracing NVIDIA researchers have published a new paper called ReSTIR PT Enhanced: Algorithmic
videocardz.com
April 20, 2026 at 1:33 PM