NVIDIA Ray-Tracing Impossible Task Maximize Quality
NVIDIA ray-tracing technology has solved the impossible task of maximizing quality at low sample counts. More specifically, new resampling algorithms building on resampled importance sampling (RIS) reuse paths spatiotemporally to render surprisingly complex light transport with a few samples per pixel.



To solve this, NVIDIA introduced generalized resampled importance sampling (GRIS) to extend the theory, enabling RIS on correlated samples using unknown PDFs taken from varied domains. This allowed them to derive variance bounds and convergence conditions in ReSTIR-based samplers, while also guiding practical algorithm design and enables advanced path reuse between pixels via complex shift mappings. As for mobile devices, they’ll soon have the ARM Immortalis GPU for hardware-based ray tracing.

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We show a path-traced resampler (ReSTIR PT) running interactively on complex scenes, capturing many-bounce diffuse and specular lighting while shading just one path per pixel. With our new theoretical foundation, we can also modify the algorithm to guarantee convergence for offline renderers,” said the researchers.

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