ReSTIR Study Notes
ReSTIR was the theme for my graduation project. I wanted to understand the state-of-the-art real-time/interactive global illumination technique, but I have failed to do so. This is largely due to the lack of background knowledges. Now, I am starting again to study ReSTIR, but this time properly, to the level where I can try to come up with my own research ideas.
Before I start the journey, I have aggregated notable ReSTIR papers and articles I could find:
- Spatiotemporal reservoir resampling for real-time ray tracing with dynamic direct lighting. The first ever paper that invented ReSTIR.
- Reframing Light Transport for Real-Time
- RTXDI: Details on Achieving Real-Time Performance
- ReSTIR GI: Path Resampling for Real-Time Path Tracing
- Rearchitecting Spatiotemporal Resampling for Production
- World-Space Spatiotemporal Reservoir Reuse for Ray-traced Global Illumination
- Fast Volume Rendering with Spatiotemporal Reservoir Resampling
- How to add thousands of lights to your renderer and not die in the process
- Spatiotemporal Reservoir Resampling (ReSTIR) - Theory and Basic Implementation
- Conditional Resampled Importance Sampling and ReSTIR
- A Gentle Introduction to ReSTIR Path Reuse in Real-Time
- A gentler introduction to ReSTIR
- Area ReSTIR: Resampling for Real-Time Defocus and Antialiasing
- Efficient Visibility Reuse for Real-time ReSTIR
- Generalized Resampled Importance Sampling (GRIS)
This is the order I will read these:
- A gentler introduction to ReSTIR
- Spatiotemporal reservoir resampling for real-time ray tracing with dynamic direct lighting
- A Gentle Introduction to ReSTIR Path Reuse in Real-Time
- How to add thousands of lights to your renderer and not die in the process
- Spatiotemporal Reservoir Resampling (ReSTIR) - Theory and Basic Implementation
- Reframing Light Transport for Real-Time
- RTXDI: Details on Achieving Real-Time Performance
- Rearchitecting Spatiotemporal Resampling for Production
- ReSTIR GI: Path Resampling for Real-Time Path Tracing
- Conditional Resampled Importance Sampling and ReSTIR
- Fast Volume Rendering with Spatiotemporal Reservoir Resampling
- Generalized Resampled Importance Sampling (GRIS)
- World-Space Spatiotemporal Reservoir Reuse for Ray-traced Global Illumination
- Area ReSTIR: Resampling for Real-Time Defocus and Antialiasing
- Efficient Visibility Reuse for Real-time ReSTIR
During studying each materials, I will be diving into concepts that I don’t fully understand.
Concepts to Study
- BRDF
- Reprojection
- Rejection
Other Papers on Real-Time Rendering
- Conferences
- SIGGRAPH
- SIGGRAPH Asia
- Eurographics
- Eurographics Symposium on Rendering
- I3D
- HPG
- Journals
- ACM Transactions on Graphics
- Computer Graphics Forum
- Proceedings of the ACM on Computer Graphics and Interactive Techniques
- 2025
- Eurographics
- Linearly Transformed Spherical Distributions for Interactive Single Scattering with Area Lights
- Adaptive Multi-view Radiance Caching for Heterogeneous Participating Media
- Many-Light Rendering Using ReSTIR-Sampled Shadow Maps
- Neural Two-Level Monte Carlo Real-Time Rendering
- Real-time Procedural Resurfacing Using GPU Mesh Shader
- Dynamic Voxel-Based Global Illumination
- SOBB: Skewed Oriented Bounding Boxes for Ray Tracing
- Axis-Normalized Ray-Box Intersection
- FastAtlas: Real-Time Compact Atlases for Texture Space Shading
- I3D
- HPG
- Hallucinating the Future of Real-Time Rendering
- GDC
- Advanced Graphics Summit: Path Tracing Deep Dive: ‘Indiana Jones and the Great Circle
- Advanced Graphics Summit: From Myth to Reality: Full Ray Tracing Inside ‘Black Myth: Wukong’
- Advanced Graphics Summit: GPU Work Graphs: Towards GPU-Driven Games
- Tencent Games Developer Summit: The Inline RayTracing Practice for Shadow and AO on Mobile
- Advanced Graphics Summit: Revolutionizing Texture Pipelines: EA’s Journey with Texture Sets
- Advanced Graphics Summit: ‘Marvel Rivals’: Creating a Real-Time Interactive Dr. Strange’s Portal
- Path Tracing Nanite in NVIDIA Zorah
- Design and Rendering Strategies for Blockbuster VR Games - ‘Batman: Arkham Shadow’
- The Ultimate Guide to Optimize Vulkan & Ray Tracing Android Games
- Global Illumination in ‘Once Human’: A Hybrid Approach for 16km Open World
- The Magic Behind Ray-Traced Lighting in Star Wars Outlaws
- Scale Up Ray Tracing in Games With RTX Mega Geometry
- DirectX State of the Union: Raytracing and PIX Workflows
- Rendering ‘Assassin’s Creed Shadows’
- Glitter, Fur and Shadows: Character Rendering Technology of ‘Sky: Children of the Light’
- Flex and Fun: Graphics Magic in ‘ASTRO BOT’
- CGF
- Eurographics
- 2024
- SIGGRAPH
- Real-Time Path Guiding Using Bounding Voxel Sampling
- Area ReSTIR: Resampling for Real-Time Defocus and Antialiasing
- Ray Tracing Harmonic Functions
- Real-time Physically Guided Hair Interpolation
- Real-time Hair Rendering With Hair Meshes
- Modeling Hair Strands With Roving Capsules
- Real-time Neural Woven Fabric Rendering
- Proxy Tracing: Unbiased Reciprocal Estimation for Optimized Sampling in BDPT
- Decorrelating ReSTIR Samplers via MCMC Mutations
- Quad-optimized Low-discrepancy Sequences
- Specular Polynomials
- An Introduction to Creating Real-time Interactive Computer Graphics Applications
- Mathematical Optimization in Computer Graphics
- Introduction to Real-Time Ray Tracing
- Seamless Rendering on Mobile: The Magic of Adaptive LOD Pipeline
- Flexible and Extensible Shader Authoring in Frostbite with Serac
- Variable Rate Shading with Visibility Buffer Rendering
- Shipping Dynamic Global Illumination in Frostbite
- Hemispherical Lighting Insights from the Call of Duty Production Lessons
- Achieving scalable performances for large scale components with CBTs
- Moving Mobile Graphics
- SIGGRAPH Asia
- MARS: Multi-sample Allocation through Russian roulette and Splitting
- Volume Scattering Probability Guiding
- Efficient Image-Space Shape Splatting for Monte Carlo Rendering
- Hierarchical Light Sampling with Accurate Spherical Gaussian Lighting
- A Generalized Ray Formulation For Wave-Optical Light Transport
- Appearance-Preserving Scene Aggregation for Level-of-Detail Rendering
- Eurographics
- Real-time Polygonal Lighting of Iridescence Effect using Precomputed Monomial-Gaussians
- Real-time Seamless Object Space Shading
- A Highly Adaptable and Flexible Rendering Engine by Minimum API Bindings
- A Visual Profiling System for Direct Volume Rendering
- Eurographics Symposium on Rendering
- Robust Cone Step Mapping
- Sobol Sampling: Faster, Neater, and Compact
- Residual Path Integrals for Re-rendering
- ReSTIR FG: Real-Time Reservoir Resampled Photon Final Gathering
- Computing Manifold Next-Event Estimation without Derivatives
- Bridge Sampling for Connections via Multiple Scattering Events
- Real-Time Pixel-Perfect Hard Shadows with Leak Tracing
- Ray Traced Stochastic Depth Map for Ambient Occlusion
- I3D
- Bounded VNDF Sampling for the Smith–GGX BRDF
- ZH3: Quadratic Zonal Harmonics
- Interactive Rendering of Caustics using Dimension Reduction for Manifold Next-Event Estimation
- Improved G-buffer for Denoising Path Traced Rendering
- The Gates of Graphics: a deep dive into making your own Computer Graphics hardware
- Triangle Visibility Buffer 2.0
- HPG
- H-PLOC Hierarchical Parallel Locally-Ordered Clustering for Bounding Volume Hierarchy Construction
- Concurrent Binary Trees for Large-Scale Game Components
- SAH-Optimized k-DOP Hierarchies for Ray Tracing
- Hybrid Voxel Formats for Efficient Ray Tracing
- Optimizing Path Termination for Radiance Caching Through Explicit Variance Trading
- Photon-Driven Manifold Sampling
- ReSTIR Subsurface Scattering for Real-Time Path Tracing
- Light Path Guided Culling for Hybrid Real-Time Path Tracing
- Radiance Caching with On-Surface Caches for Real-Time Global Illumination
- Real-Time Procedural Generation with GPU Work Graphs
- Real-Time Decompression and Rasterization of Massive Point Clouds
- Portable and Scalable 3D Rendering Using ANARI
- GPC
- Harnessing Wave Intrinsics For Good (And Evil)
- Realtime Global Illumination in Enshrouded
- DirectX 12 Memory Management
- Pondering Orbs: The Rendering and Art Tools of ‘COCOON’
- Intro to GPU Occlusion
- Gigi: A Platform for Rapid Graphics Development and Code Generation
- From Gates to Pixels: Making your own Graphics Hardware
- Boon or Curse: Custom Rendering Engine for Hades and Hades II
- Rendering Tiny Glades With Entirely Too Much Ray Marching
- Occupancy Explained Through the AMD RDNA™ Architecture
- GDC
- 3D Toon Rendering in ‘Hi-Fi RUSH’
- ADVANCED GRAPHICS SUMMIT: ALL YOU CAN ASK!
- Advanced Graphics Summit: DX12 Memory Management in Snowdrop on PC
- Advanced Graphics Summit: Generalized Decoupled Shading: Enhancing Rendering Efficiency and Quality
- Advanced Graphics Summit: GPU Work Graphics: Welcome to the Future of GPU Programming
- Advanced Graphics Summit: Making Connections: Real-Time Path-Traced Light Transport in Game Engines
- Advanced Graphics Summit: Raytracing in Snowdrop: An Optimized Lighting Pipeline for Consoles
- Anatomy of a Frame in ‘Cyberpunk 2077: Phantom Liberty’
- Bringing Frostbite to New Rendering Tech and Platforms (While Nobody Noticed)
- Bringing Maximum Reality to Vulkan Games
- DirectX State of the Union Ft. Work Graphs and Introducing DirectSR
- FP16 Shaders in Frostbite
- Maximizing Graphics Performance with Flexible Virtualized Geometry
- Mecha BREAK’s Virtual Geometry
- Nanite GPU-Driven Materials
- Next Level of Mobile Graphics: Ray Tracing in ‘Arena Breakout’
- Open World Rendering Techniques in ‘Hogwarts Legacy’
- Pondering Orbs: The Rendering and Art Tools of ‘COCOON’
- Ray Tracing in Snowdrop: Scene Representation and Custom BVH
- UIPainter: Tile-Based UI Rendering In One Draw Call [Video]
- ACM ToG
- CGF
- Ray Tracing Animated Displaced Micro-Meshes
- Faster Ray Tracing through Hierarchy Cut Code
- Anisotropic Specular Image-Based Lighting Based on BRDF Major Axis Sampling
- Real-Time Polygonal Lighting of Iridescence Effect using Precomputed Monomial-Gaussians
- Real-Time Underwater Spectral Rendering
- Physically Based Real-Time Rendering of Atmospheres using Mie Theory
- Enhancing Spatiotemporal Resampling with a Novel MIS Weight
- State of the Art in Efficient Translucent Material Rendering with BSSRDF
- SIGGRAPH
- 2023
- SIGGRAPH
- Efficient Rendering of Glossy Surfaces by Interpolating Prefiltered Environment Maps Depending on Primary Normals
- Reverse Projection: Real-Time Local Space Texture Mapping
- A Gentle Introduction to ReSTIR: Path Reuse in Real-time
- HypeHype Mobile Rendering Architecture
- Nubis3: Methods (and madness) to model and render immersive real-time voxel-based clouds
- Large Scale Terrain Rendering in Call of Duty
- Authoring Materials That Matters - Substrate in Unreal Engine 5
- The Rendering of The Callisto Protocol
- Kernel-Based Frame Interpolation for Spatio-Temporally Adaptive Rendering
- ACM CGaIT
- SIGGRAPH