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2. Improving Temporal Antialiasing with Adaptive Ray Tracing
 
 # Improving Temporal Antialiasing with Adaptive Ray Tracing

  ![](/sites/default/files/styles/wide/public/publications/ATAA_RTG_Fig1.jpg?itok=yXUI6UVQ)

 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.



 ## Authors



Adam Marrs (NVIDIA)

[Josef Spjut](/person/josef-spjut)

Holger Gruen (NVIDIA)

Rahul Sathe (NVIDIA)

Morgan McGuire (NVIDIA)

 

 

 ## Publication Date



Monday, March 18, 2019

 

 ## Published in



[Ray Tracing Gems](http://raytracinggems.com)

 

 ## Research Area



[Computer Graphics](/research-area/computer-graphics)

[Real-Time Rendering](/research-area/real-time-rendering)

 

 

 ## External Links



[Ray Tracing Gems Homepage](http://www.realtimerendering.com/raytracinggems/)

 

 

 ## Uploaded Files



[Marrs2019\_Chapter\_TemporalAntialiasingWAdaptiveRays.pdf](https://research.nvidia.com/sites/default/files/pubs/2019-03_Improving-Temporal-Antialiasing//Marrs2019_Chapter_TemporalAntialiasingWAdaptiveRays.pdf "Open file in new window")2.29 MB