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dc.contributor.authorMarrs, Adamen_US
dc.contributor.authorSpjut, Josefen_US
dc.contributor.authorGruen, Holgeren_US
dc.contributor.authorSathe, Rahulen_US
dc.contributor.authorMcGuire, Morganen_US
dc.contributor.editorPatney, Anjul and Niessner, Matthiasen_US
dc.date.accessioned2018-11-11T10:45:52Z
dc.date.available2018-11-11T10:45:52Z
dc.date.issued2018
dc.identifier.isbn978-1-4503-5896-5
dc.identifier.issn2079-8679
dc.identifier.urihttps://doi.org/10.1145/3231578.3231579
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1145/3231578-3231579
dc.description.abstractWe 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.publisherACMen_US
dc.subjectComputing methodologies
dc.subjectRay tracing
dc.subjectadaptive sampling
dc.subjectsupersampling
dc.subjectray tracing
dc.titleAdaptive Temporal Antialiasingen_US
dc.description.seriesinformationEurographics/ ACM SIGGRAPH Symposium on High Performance Graphics
dc.description.sectionheadersAnti Aliasing
dc.identifier.doi10.1145/3231578.3231579


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