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.
