Improving Temporal Antialiasing with Adaptive Ray Tracing

In this chapter, we discuss a pragmatic approach to real-time supersampling that extends commonly used temporal antialiasing techniques with adaptive ray tracing. The algorithm conforms to the constraints of a commercial game engine, removes blurring and ghosting artifacts associated with standard temporal antialiasing, and achieves quality approaching 16× supersampling of geometry, shading, and materials within the 16 ms frame budget required of most games.


Adam Marrs (NVIDIA)
Holger Gruen (NVIDIA)
Rahul Sathe (NVIDIA)
Morgan McGuire (NVIDIA)

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