#ReSTIR FG integration in RTX Remix

50 messages · Page 1 of 1 (latest)

gilded wagon
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Currently there's no code available so will have to wait for that

gilded wagon
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Umm aren't those the files required to build the demo?

neon merlin
gilded wagon
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idk, will have to figure out how the hell can this be added to remix

neon merlin
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here is the shaders

gilded wagon
neon merlin
# gilded wagon Do you know where rtx remix stores it's ReSTIR GI files, was only able to find l...

Using, https://www.voidtools.com Everything:

\src\dxvk\rtx_render\rtx_restir_gi_rayquery.h
\src\dxvk\rtx_render\rtx_restir_gi_rayquery.cpp
\src\dxvk\shaders\rtx\pass\rtxdi\restir_gi_reuse_binding_indices.h
\src\dxvk\shaders\rtx\pass\rtxdi\restir_gi_final_shading_binding_indices.h
\src\dxvk\shaders\rtx\pass\rtxdi\restir_gi_final_shading.comp.slang
\src\dxvk\shaders\rtx\pass\rtxdi\restir_gi_spatial_reuse.comp.slang
\src\dxvk\shaders\rtx\pass\rtxdi\restir_gi_temporal_reuse.comp.slang
gilded wagon
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Interesting

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markpls moment

hushed patio
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So just as a note - AFAICT ReSTIR FG is an algorithm with a sample implementation, not a library intended for distribution. I doubt their shaders are directly portable, someone will basically have to re-implement the algorithm in Remix's shaders. We do at least use the same shading language as Falkor, but last I checked they have a ton of utilities and abstraction layers in Falkor's shaders (as they're intended for quick experiments). Whereas Remix's shaders are more bare metal (focused more on size and speed instead of ease-of-coding)

charred galleon
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so it's possible to implement restir fg into remix, am i right?

gilded wagon
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If you're skilled enough it is, although as Mark said you need to implement it as a shader like how ReSTIR GI works

charred galleon
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@hushed patio will you add this to the remix?

charred galleon
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or not?

hushed patio
charred galleon
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ok, but can i know, will be there updates for restir or caches? or something else?

hushed patio
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I know there's still research going on for improving restir within Nvidia, and at some point we will probably integrate a newer more advanced version into Remix. No clue exactly which technique that would be, or when it will happen.

gilded wagon
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From the looks of it, modifying or replacing ReSTIR GI from remix seems like a challenging task for an average person that has laymen knowledge about code implementation and such

hushed patio
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could be a good project for a grad student in a computer graphics program or something - the writer of that paper implemented it into Falkor, which is only a bit easier to work with than Remix when it comes to this sort of thing.

charred galleon
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Will there be any caustics in the remix at all? well, in the near future

hushed patio
alpine summit
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Oh wow

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God caustics are so cool

charred galleon
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that would be cool to have these caustics in remix (like chess titans)

charred galleon
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damn, no news in that thread (

sleek hornet
charred galleon
sleek hornet
charred galleon
limber veldt
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given that we have NRC now, i don't think we need ReSTIR FG?

native rune
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also

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i think that they might work together?

limber veldt
charred galleon
limber veldt
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in the paper, NRC seems to work on top of ReSTIR

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i could be misreading it

charred galleon
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cuz in remix they are separated indirect lighting modes

limber veldt
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yeah, it's probably just the way it's being selected

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definitely take a look at the paper

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all of the verbiage seems like it's running on top of ReSTIR to me

limber veldt
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so #general-remix message