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Ray Tracing Gems High Quality and Real Time Rendering with Dxr and Other Apis

Improving temporal antialiasing with adaptive ray tracing

Publication ,  Chapter
Marrs, A; Spjut, J; Gruen, H; Sathe, R; McGuire, M
February 25, 2019

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.

Duke Scholars

DOI

Publication Date

February 25, 2019

Start / End Page

353 / 370
 

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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). https://doi.org/10.1007/978-1-4842-4427-2_22
Marrs, A., J. Spjut, H. Gruen, R. Sathe, and M. McGuire. “Improving temporal antialiasing with adaptive ray tracing.” In Ray Tracing Gems High Quality and Real Time Rendering with Dxr and Other Apis, 353–70, 2019. https://doi.org/10.1007/978-1-4842-4427-2_22.
Marrs A, Spjut J, Gruen H, Sathe R, McGuire M. Improving temporal antialiasing with adaptive ray tracing. In: Ray Tracing Gems High Quality and Real Time Rendering with Dxr and Other Apis. 2019. p. 353–70.
Marrs, A., et al. “Improving temporal antialiasing with adaptive ray tracing.” Ray Tracing Gems High Quality and Real Time Rendering with Dxr and Other Apis, 2019, pp. 353–70. Scopus, doi:10.1007/978-1-4842-4427-2_22.
Marrs A, Spjut J, Gruen H, Sathe R, McGuire M. Improving temporal antialiasing with adaptive ray tracing. Ray Tracing Gems High Quality and Real Time Rendering with Dxr and Other Apis. 2019. p. 353–370.

DOI

Publication Date

February 25, 2019

Start / End Page

353 / 370