Improving Temporal Antialiasing with Adaptive Ray Tracing

Ray Tracing Gems

Adam Marrs, NVIDIA
Josef Spjut, NVIDIA
Holger Gruen, NVIDIA
Rahul Sathe, NVIDIA
Morgan McGuire, NVIDIA

Paper (2.4 MB PDF)
Abstract


BibTex

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 16x supersampling of geometry, shading, and materials within the 16 ms frame budget required of most games.

BibTex

@inbook{Marrs2019ATAAGem, 
  author = {Adam Marrs and Josef Spjut and Holger Gruen and Rahul Sathe and Morgan McGuire}, 
  title = {Improving Temporal Antialiasing with Adaptive Ray Tracing}, 
  booktitle = {Ray Tracing Gems},
  note = {in E. Haines, T. Akenine-Moller [eds], Ray Tracing Gems,  https://doi.org/10.1007/978-1-4842-4427-2_22},
  month = {March},
  day = {15},
  year = {2019}, 
  pages = {353-370},
  url = {https://casual-effects.com/research/Marrs2019ATAAGem/index.html}, 
}