Overview
Explore light resampling techniques in practice with RTXDI in this 21-minute segment from NVIDIA's comprehensive talk on rendering games with millions of ray-traced lights. Dive into the Souvenir prototype, dynamic mesh lights, light emission profiles, and the comparison between mesh and primitive lights. Examine the challenges of noise and boiling, poor initial samples, and resampling bias. Analyze spatiotemporal, spatial, and temporal resampling biases, with a focus on light data. Conclude by evaluating ReSTIR performance and its practical applications in game rendering.
Syllabus
Intro
Souvenir Prototype
Dynamic Mesh Lights 1/4
Light Emission Profiles
Mesh vs. Primitive Lights (No resampling)
Primitive Lights and ReSTIR
Noise and Boiling
Examples of Poor initial Samples
Practical issue 84: Resampling Bias
Spatiotemporal Resampling Blas
Spatial Resampling Bias
Temporal Resampling Blas (Light Data)
ReSTIR Performance
Taught by
NVIDIA Developer