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dc.contributor.authorOuyang, Yaobinen_US
dc.contributor.authorLiu, Shiqiuen_US
dc.contributor.authorKettunen, Markusen_US
dc.contributor.authorPharr, Matten_US
dc.contributor.authorPantaleoni, Jacopoen_US
dc.contributor.editorBinder, Nikolaus and Ritschel, Tobiasen_US
dc.date.accessioned2021-07-05T07:43:44Z
dc.date.available2021-07-05T07:43:44Z
dc.date.issued2021
dc.identifier.issn1467-8659
dc.identifier.urihttps://doi.org/10.1111/cgf.14378
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf14378
dc.description.abstractEven with the advent of hardware-accelerated ray tracing in modern GPUs, only a small number of rays can be traced at each pixel in real-time applications. This presents a significant challenge for path tracing, even when augmented with state-of-the art denoising algorithms. While the recently-developed ReSTIR algorithm [BWP*20] enables high-quality renderings of scenes with millions of light sources using just a few shadow rays at each pixel, there remains a need for effective algorithms to sample indirect illumination. We introduce an effective path sampling algorithm for indirect lighting that is suitable to highly parallel GPU architectures. Building on the screen-space spatio-temporal resampling principles of ReSTIR, our approach resamples multi-bounce indirect lighting paths obtained by path tracing. Doing so allows sharing information about important paths that contribute to lighting both across time and pixels in the image. The resulting algorithm achieves a substantial error reduction compared to path tracing: at a single sample per pixel every frame, our algorithm achieves MSE improvements ranging from 9.3x to 166x in our test scenes. In conjunction with a denoiser, it leads to high-quality path traced global illumination at real-time frame rates on modern GPUs.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectComputing methodologies
dc.subjectRendering
dc.subjectRay tracing
dc.titleReSTIR GI: Path Resampling for Real-Time Path Tracingen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersRendering
dc.description.volume40
dc.description.number8
dc.identifier.doi10.1111/cgf.14378
dc.identifier.pages17-29


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