Adaptive Temporal Antialiasing

Abstract

We introduce a pragmatic algorithm for real-time adaptive super-sampling 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 8x supersampling of geometry, shading, and materials while staying within the 33ms frame budget required of most games.

Date
Location
Vancouver, BC

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},
}