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Area ReSTIR (DI)

Introduction

Area ReSTIR: Resampling for Real-Time Defocus and Antialiasing<br> Song Zhang* (University of Utah), Daqi Lin* (NVIDIA), Markus Kettunen (NVIDIA), Cem Yuksel (University of Utah), Chris Wyman (NVIDIA)<br> (*Joint first authors) <br> Utah Graphics Research Page <br> NVIDIA Real-Time Graphics Research Page

Area ReSTIR extends ReSTIR reservoirs to also integrate each pixel's 4D ray space, including 2D areas on the film and lens. To maximize resampling quality on subpixel and lens region, it also includes novel subpixel-tracking temporal reuse and reconnection shift mapping. Compare to [Bitterli et al. 2020] (ReSTIR DI) and [Lin et al. 2022] (ReSTIR PT), our Area ReSTIR has significant improvements on bokeh, foliage, hair, and detailed normal maps.

Prerequisites

How to compile

IMPORTANT: We use git submodules to download dependencies! Downloading the git repository as a .zip (rather than using git clone) will ensure you lack required dependencies, and the build scripts will fail.

After cloning the repository:

Run the demo

Test with more scenes

Denoising

If you really want to see the denoised results, we also include the SVGF denoised results in another script PathTracerAreaReSTIR_SVGFDenoised_BistroDemo, though it's not recommended. This is because modern denoiser is not designed to remove the noise from a noisy G-Buffer (i.e. different subpixel and lens location in our case).

So, to minimize the artifacts, the above script only enables AA and Area ReSTIR only reuses subpixel location.

If you encouter any shader errors when loading the scripts, try following solutions: