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
Contributor guide
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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- 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.
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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