Ray Tracing Gems: High-Quality and Real-Time Rendering with DXR and Other APIs
Improving temporal antialiasing with adaptive ray tracing
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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
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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.