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What is the point of this issue? Are you suggesting that we should implement Area ReSTIR in Q2RTX? Sorry, but I don't think that's going to happen, mostly for scheduling reasons. It's a lot of work, and Q2RTX is not a priority project for NVIDIA. Maybe some fork will implement it though, like it happened here (this fork has an implementation of regular ReSTIR).
Besides, Area ReSTIR is designed to improve lighting quality specifically for scenes with high geometric complexity, like hair or grass, and Q2's geometry is very far from that.
https://github.com/guiqi134/Area-ReSTIR
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