Adaptive Temporal Antialiasing
Date
2018Author
Marrs, Adam
Spjut, Josef
Gruen, Holger
Sathe, Rahul
McGuire, Morgan
Metadata
Show full item recordAbstract
We introduce a pragmatic algorithm for real-time adaptive supersampling in games. It extends temporal antialiasing of rasterized images with adaptive ray tracing, and conforms to the constraints of a commercial game engine and today's GPU ray tracing APIs. The algorithm removes blurring and ghosting artifacts associated with standard temporal antialiasing and achieves quality approaching 8× supersampling of geometry, shading, and materials while staying within the 33ms frame budget required of most games.
BibTeX
@inproceedings {10.1145:3231578.3231579,
booktitle = {Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics},
editor = {Patney, Anjul and Niessner, Matthias},
title = {{Adaptive Temporal Antialiasing}},
author = {Marrs, Adam and Spjut, Josef and Gruen, Holger and Sathe, Rahul and McGuire, Morgan},
year = {2018},
publisher = {ACM},
ISSN = {2079-8679},
ISBN = {978-1-4503-5896-5},
DOI = {10.1145/3231578.3231579}
}
booktitle = {Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics},
editor = {Patney, Anjul and Niessner, Matthias},
title = {{Adaptive Temporal Antialiasing}},
author = {Marrs, Adam and Spjut, Josef and Gruen, Holger and Sathe, Rahul and McGuire, Morgan},
year = {2018},
publisher = {ACM},
ISSN = {2079-8679},
ISBN = {978-1-4503-5896-5},
DOI = {10.1145/3231578.3231579}
}
URI
https://doi.org/10.1145/3231578.3231579https://diglib.eg.org:443/handle/10.1145/3231578-3231579