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.
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Marrs, A., Spjut, J., Gruen, H., Sathe, R., McGuire, M. (2019). Improving Temporal Antialiasing with Adaptive Ray Tracing. In: Haines, E., Akenine-Möller, T. (eds) Ray Tracing Gems. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4842-4427-2_22
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DOI: https://doi.org/10.1007/978-1-4842-4427-2_22
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Publisher Name: Apress, Berkeley, CA
Print ISBN: 978-1-4842-4426-5
Online ISBN: 978-1-4842-4427-2
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