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 16x supersampling of geometry, shading, and materials while staying within the 33ms frame budget required of most games.

Publication
High-Performance Graphics
Date

Presented at High-Performance Graphics (HPG) 2018 on August 10th in Vancouver BC.

Media Coverage

BibTex

@inproceedings{Marrs2018Antialias,
 author =    {Marrs, Adam and Spjut, Josef and Gruen, Holger and Sathe, Rahul and McGuire, Morgan},
 title =     {Adaptive Temporal Antialiasing},
 booktitle = {Proceedings of the Conference on High-Performance Graphics},
 series =    {HPG '18},
 year =      {2018},
 isbn =      {978-1-4503-5896-5},
 location =  {Vancouver, British Columbia, Canada},
 pages =     {1:1--1:4},
 articleno = {1},
 numpages =  {4},
 url =       {http://doi.acm.org/10.1145/3231578.3231579},
 doi =       {10.1145/3231578.3231579},
 acmid =     {3231579},
 publisher = {ACM},
 address =   {New York, NY, USA},
 keywords =  {adaptive sampling, ray tracing, supersampling},
}