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/...
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.
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.
Video: youtu.be/-ya1bBnwx38
Project Page: graphics.cs.utah.edu/research/pro...
Video: youtu.be/-ya1bBnwx38
Project Page: graphics.cs.utah.edu/research/pro...
I3D'26.
I3D'26.
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.
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.
Big thanks to Markus Kettunen for verifying the theory, reviewing the article, and catching a key detail I had missed.
agraphicsguynotes.com/posts/unders...
Big thanks to Markus Kettunen for verifying the theory, reviewing the article, and catching a key detail I had missed.
agraphicsguynotes.com/posts/unders...
tomclabault.github.io/blog/2025/re...
tomclabault.github.io/blog/2025/re...
Big thanks to Markus Kettunen for verifying the theory, reviewing the article, and catching a key detail I had missed.
agraphicsguynotes.com/posts/unders...
store.steampowered.com/news/app/347...
#UE5 #UnrealEngine #GameDev #VFX #RayTracing #Graphics #Retro #PathTracing #TechDemo
store.steampowered.com/news/app/347...
#UE5 #UnrealEngine #GameDev #VFX #RayTracing #Graphics #Retro #PathTracing #TechDemo
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.
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.
* 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!
* 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!