If you didn’t already know, a Blender developer called Weizhen Huang tried to implement ReSTIR into Blender in 2024
https://projects.blender.org/blender/blender/pulls/121023
But she put it on pause, I think because she said Blender lacked some things in its architecture to implement this algorithm, and there was still ongoing researches to solve the obvious glitches of ReSTIR.
You can see the white patches in the older ReSTIR techniques in this video, although it loads pretty slowly.
So, in the checkboxes in the task, you can see at the time, Weizhen was already aware of the base ReSTIR algorithm, which handled Direct Lighting, and ReSTIR-PT, which handled Indirect Lighting as well.
As you may know, in 3D, the lighting in volume or caustics works differently than on diffuse surfaces. The later ReSTIR researches added support for those things, so bringing more coverage for ReSTIR. There are Area ReSTIR, ReSTIR BDPT etc. You can see what each ReSTIR variant brought on its Wiki page.
However, that list is not exhaustive. If I’m not mistaken, Daqi Lin leads most of the ReSTIR researches in Nvidia, so you can see his publications for them.
The newest one, ReSTIR-PG, where PG stands for path guiding, is originally an excellent news, because it combines ReSTIR and path guiding. It nearly eliminates the glitches that exist in all the older ReSTIR algorithms. But now I feel a little worried. Why? It using path guiding, means that it overlaps with OpenPGL, which is definitely coming to Blender. I fear they may be incompatible with each other. I am confident that OpenPGL uses more advanced algorithms than Nvidia’s path guiding, as is the case with OIDN and the Optix denoiser. Nvidia doesn’t care about using the best algorithms. They care about making things exclusive to Nvidia GPU. That means we may miss the best of both worlds. However, that may also mean, if Blender can replace the PG in ReSTIR-PG with OpenPGL, it may even outperform ReSTIR-PG.
Another less noticed research on ReSTIR is Intel’s version of it, Histogram Stratification for Spatio-Temporal Reservoir Sampling
They took a different approach to improve the original ReSTIR. And it should have a much lower hardware requirement than Nvidia’s ReSTIR. So maybe this is even more suitable for Blender. However, the current Blender task on ReSTIR is based on the Nvidia’s version, because back then the Intel one didn’t even exist yet.