NVIDIAGameWorks / NVIDIAGameWorks/rtx-remix

[Question]: ReSTIR FG in Remix

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Description

I would really like to know if ReSTIR FG will be implemented in Remix?
Since with the help of this ReSTIR you can obtain caustics in real time without affecting a lot of computer resources.
It also allows you to create a more natural shadow in transparent objects, the shadows themselves and correctly reflect light in mirrors.
I also think that this would also greatly please the Remix community itself.

Github link:
https://github.com/TU-Clausthal-Rendering/ReSTIR-FG

EGSR paper:
https://diglib.eg.org/items/df98f89d-a0ca-4800-9bc4-74528feaf872

Video link
https://youtu.be/7esNRZSQxQA

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First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Start by reviewing the linked ReSTIR-FG repository and EGSR paper, then inspect RTX Remix documentation and source entry points for its rendering pipeline. Done means establishing whether ReSTIR FG is supported or feasible and recording a clear implementation decision or roadmap.

Written by the indexing model from the issue text.

Assessment

Domain
computer-graphics
Issue type
Feature
Difficulty
5/5
Estimated time
Over a week
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
20/100

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