dc.contributor.author | Marrs, Adam | en_US |
dc.contributor.author | Spjut, Josef | en_US |
dc.contributor.author | Gruen, Holger | en_US |
dc.contributor.author | Sathe, Rahul | en_US |
dc.contributor.author | McGuire, Morgan | en_US |
dc.contributor.editor | Patney, Anjul and Niessner, Matthias | en_US |
dc.date.accessioned | 2018-11-11T10:45:52Z | |
dc.date.available | 2018-11-11T10:45:52Z | |
dc.date.issued | 2018 | |
dc.identifier.isbn | 978-1-4503-5896-5 | |
dc.identifier.issn | 2079-8679 | |
dc.identifier.uri | https://doi.org/10.1145/3231578.3231579 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.1145/3231578-3231579 | |
dc.description.abstract | 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. | en_US |
dc.publisher | ACM | en_US |
dc.subject | Computing methodologies | |
dc.subject | Ray tracing | |
dc.subject | adaptive sampling | |
dc.subject | supersampling | |
dc.subject | ray tracing | |
dc.title | Adaptive Temporal Antialiasing | en_US |
dc.description.seriesinformation | Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics | |
dc.description.sectionheaders | Anti Aliasing | |
dc.identifier.doi | 10.1145/3231578.3231579 | |