NVIDIAGameWorks / NVIDIAGameWorks/rtx-remix

[Runtime Feature]: Hybrid Shift Mapping in Remix

Open
#611 0 comments 3 reactions 0 assignees View on GitHub

Nobody has claimed this yet.

feature runtime triage
Dominant language
No language data
Stars
1.7k
Forks
99
PR merge metrics
No merged PRs in 30d

Description

What is the context of the feature/improvement?

This feature already exists in one of the ReSTIR (ReSTIR PT). HSM helps with
*Reducing Noises
image
*Better handling glossy reflection/refraction
image
*Handling caustics without ghosting
image
Paper: https://graphics.cs.utah.edu/research/projects/gris/sig22_GRIS.pdf
Video link: https://youtu.be/fvgIku4uZKU?si=2j3D5GklZNivZjmz

Please describe the feature/improvement?

This is most important when it comes to ReSTIR FG. The problem is that if any of the surfaces has low roughness, there is simply no caustics, as the developer himself answered:
image
image

As a solution to the problem, he pointed out this feature, which is present in ReSTIR PT. However, upon learning later, it turned out that this feature cannot be used, since it is used mainly in “interactive renderers”. Having asked again how to implement this, he said that this feature could be made “temporal”:
image

What would be your solution? (optional)

Implement this in Remix when ReSTIR GI replaces ReSTIR FG. Make this feature to be turned on and off for players at their , since, as was said by SirKero (developer of ReSTIR FG), this feature involves tracing more rays.
image

Version

0.5.4

Media

No response

Contributor guide

No contributing guide indexed for this repository

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 reading the linked HSM paper and the existing ReSTIR PT implementation, then determine how the feature could fit the planned ReSTIR GI replacement for ReSTIR FG. Done would mean a temporal hybrid shift mapping implementation in Remix with a player-facing toggle, while preserving the stated benefits for low-roughness surfaces and caustics.

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
25/100

Get new issues in your inbox

A short digest of beginner-friendly GitHub issues.