Constants
Structures
Path vertices use the following convention: x0 = camera, x1 = primary ray hit (the G-buffer surface), x2 = first BRDF-sampled hit (the reconnection vertex).
struct
PathState
{
}
material:
ResolvedMaterial
,
@if(RESTIR)
reservoir:
Reservoir
,
radianceis shaded straight into the pixel. With ReSTIR the reservoir additionally carries the candidate chosen for reuse, andradianceholds the radiance that can not be reused. Without ReSTIR there is no reservoir andradianceis the entire estimate.