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Generalized Resampled Importance Sampling: Foundations of ReSTIR - SIGGRAPH 2022 Paper Video 

Cem Yuksel
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Daqi Lin*, Markus Kettunen*, Benedikt Bitterli, Jacopo Pantaleoni, Cem Yuksel, Chris Wyman
"Generalized Resampled Importance Sampling: Foundations of ReSTIR"
ACM Transactions on Graphics (Proceedings of SIGGRAPH 2022), 41, 4, 2022.
(*Joint first authors; equal contribution.)
Utah Page:
graphics.cs.utah.edu/research...
NVIDIA Page:
research.nvidia.com/publicati...

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3 май 2022

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Комментарии : 10   
@jsierra88
@jsierra88 Год назад
Sick! Unbelievable how fast the tech goes.
@Eternal_23
@Eternal_23 2 года назад
Brilliant work Cem, congratulations! You and your work are outstanding, keep it up man 👍🏻
@tanganke5845
@tanganke5845 2 года назад
congratulations! By the way, thanks for the introductory lessons on CG, helped me a lot.
@mackerel987
@mackerel987 2 года назад
This is sorcery!! 😵
@AlainGalvan
@AlainGalvan 2 года назад
Wow does path traced ReSTIR look incredible, especially on hard to denoise materials like translucent glass and metals. I wonder how it would look combined with a real time bilateral filter or autoencoder?
Год назад
Incredible
@MAP233224
@MAP233224 Год назад
how likely are we to get this type of renderer inside applications like Blender for example?
@AnimeEye1
@AnimeEye1 19 дней назад
Yes I was also thinking about the same..
@GeneralKenobi69420
@GeneralKenobi69420 2 года назад
Tbh I wouldve been more impressed if there were comparisons with other rendering algorithms like "basic" IS, BDPT, photon mapping etc. Vanilla path tracing is just about the worst technique you could possibly use, and ESPECIALLY for that scene at 0:58
@NUCLEARARMAMENT
@NUCLEARARMAMENT Год назад
Also, I'd like to see how it compares to adaptive caustic mapping, or the improved version--adaptive spectral mapping, which I think offer the closest thing to interactive, realtime, dynamic caustics/global illumination/reflection lighting, and which can be applied to traditional rasterizers/scanline renderers. Also, frustum-traced irregular Z buffering for realtime/dynamic shadows, not just screen-space, all done in a traditional rasterizer/scanline renderer.
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