NVIDIAGameWorks / NVIDIAGameWorks/rtx-remix

[Runtime Feature]: Caustics effects as in NvRTX

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#584 1 comment 2 reactions 0 assignees View on GitHub

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feature runtime triage
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Description

What is the context of the feature/improvement?

not long ago a restir fg came out which uses the same feature that was used in nvrtx and which (in my opinion) looks good, however there are some problems that are not in nvrtx (like caustics are not displayed on low roughness surface).
355117225-324917c8-cd8b-4401-98c2-dc68991ec706

Please describe the feature/improvement?

notice how surface looks in restir and how in nvrtx
355117225-324917c8-cd8b-4401-98c2-dc68991ec706
figure_1-1024x1257 (the first picture)

What would be your solution? (optional)

No response

Version

0.5.1

Media

No response

Contributor guide

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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

No files, tests, or entry points are named. Begin by reproducing the ReSTIR FG behavior described for version 0.5.1 and compare it with the NvRTX screenshots, focusing on caustics on low-roughness surfaces. Done means the caustics effect is visible in the affected case and the result can be verified against the reported NvRTX behavior.

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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