Real-Time Level-of-Detail Rendering with ReSTIR

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Rendering complex scenes in real time remains challenging due to strict performance constraints. Geometric level of detail (LoD) is widely used to reduce cost by replacing high-frequency geometry with prefiltered representations. ReSTIR significantly improves real-time rendering quality by reusing samples across space and time; however, its effectiveness degrades in the presence of complex geometry, where high-frequency detail reduces reuse efficiency. Moreover, prior ReSTIR methods require the same mesh topology across frames, causing sample reuse to break when switching LoD. In this paper, we introduce a surface point mapping that enables sample reuse across frames containing meshes with different topologies. Building on our method, we enable LoD-aware ReSTIR by maintaining valid spatiotemporal reuse under geometry LoD changes. Our approach restores reuse efficiency in LoD scenes and significantly improves rendering quality compared to prior ReSTIR methods.">

Rendering complex scenes in real time remains challenging due to strict performance constraints. Geometric level of detail (LoD) is widely used to reduce cost by replacing high-frequency geometry with prefiltered representations. ReSTIR significantly improves real-time rendering quality by reusing samples across space and time; however, its effectiveness degrades in the presence of complex geometry, where high-frequency detail reduces reuse efficiency. Moreover, prior ReSTIR methods require the same mesh topology across frames, causing sample reuse to break when switching LoD. In this paper, we introduce a surface point mapping that enables sample reuse across frames containing meshes with different topologies. Building on our method, we enable LoD-aware ReSTIR by maintaining valid spatiotemporal reuse under geometry LoD changes. Our approach restores reuse efficiency in LoD scenes and significantly improves rendering quality compared to prior ReSTIR methods.">

Real-Time Level-of-Detail Rendering with ReSTIR | NVIDIA Real-Time Graphics Research

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Real-Time Level-of-Detail Rendering with ReSTIR

Yu-Chen Wang,<br>Markus Kettunen,<br>Daqi Lin,<br>Chris Wyman,<br>Shuang Zhao

July 2026

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Abstract

Rendering complex scenes in real time remains challenging due to strict performance constraints. Geometric level of detail (LoD) is widely used to reduce cost by replacing high-frequency geometry with prefiltered representations. ReSTIR significantly improves real-time rendering quality by reusing samples across space and time; however, its effectiveness degrades in the presence of complex geometry, where high-frequency detail reduces reuse efficiency. Moreover, prior ReSTIR methods require the same mesh topology across frames, causing sample reuse to break when switching LoD.<br>In this paper, we introduce a surface point mapping that enables sample reuse across frames containing meshes with different topologies. Building on our method, we enable LoD-aware ReSTIR by maintaining valid spatiotemporal reuse under geometry LoD changes. Our approach restores reuse efficiency in LoD scenes and significantly improves rendering quality compared to prior ReSTIR methods.

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Paper

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SIGGRAPH (Conference Track), 2026

ReSTIR

Level of detail

Rendering

Markus Kettunen

Daqi Lin

Chris Wyman

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Amortizing Samples in Physics-Based Inverse Rendering using ReSTIR

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