Adaptive Temporal Antialiasing

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.
Description

        
@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
} }
Citation