Improving temporal antialiasing with adaptive ray tracing

1Citations
Citations of this article
4Readers
Mendeley users who have this article in their library.

This article is free to access.

Abstract

In this chapter, we discuss a pragmatic approach to real-time supersampling that extends commonly used temporal antialiasing techniques with adaptive ray tracing. The algorithm conforms to the constraints of a commercial game engine, removes blurring and ghosting artifacts associated with standard temporal antialiasing, and achieves quality approaching 16× supersampling of geometry, shading, and materials within the 16 ms frame budget required of most games.

Cite

CITATION STYLE

APA

Marrs, A., Spjut, J., Gruen, H., Sathe, R., & McGuire, M. (2019). Improving temporal antialiasing with adaptive ray tracing. In Ray Tracing Gems: High-Quality and Real-Time Rendering with DXR and Other APIs (pp. 353–370). Apress Media LLC. https://doi.org/10.1007/978-1-4842-4427-2_22

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free