P. Andersson, J. Nilsson, Marco Salvi, J. Spjut, T. Akenine-Möller
{"title":"时间密集的光线追踪","authors":"P. Andersson, J. Nilsson, Marco Salvi, J. Spjut, T. Akenine-Möller","doi":"10.2312/hpg.20191193","DOIUrl":null,"url":null,"abstract":"We present a technique for real-time ray tracing with the goal of reaching 240frames per second or more. The core idea is to trade spatial resolution for faster temporal updates in such a way that the display and human visual system aid in integrating high-quality images. We use a combination of frameless and interleaved rendering concepts together with ideas from temporal antialiasing algorithms and novel building blocks---the major one being adaptive selection of pixel orderings within tiles, which reduces spatiotemporal aliasing significantly. The image quality is verified with a user study. Our work can be used for esports or any kind of rendering where higher frame rates are needed.","PeriodicalId":354787,"journal":{"name":"Proceedings of the Conference on High-Performance Graphics","volume":"17 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-07-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"7","resultStr":"{\"title\":\"Temporally dense ray tracing\",\"authors\":\"P. Andersson, J. Nilsson, Marco Salvi, J. Spjut, T. Akenine-Möller\",\"doi\":\"10.2312/hpg.20191193\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"We present a technique for real-time ray tracing with the goal of reaching 240frames per second or more. The core idea is to trade spatial resolution for faster temporal updates in such a way that the display and human visual system aid in integrating high-quality images. We use a combination of frameless and interleaved rendering concepts together with ideas from temporal antialiasing algorithms and novel building blocks---the major one being adaptive selection of pixel orderings within tiles, which reduces spatiotemporal aliasing significantly. The image quality is verified with a user study. Our work can be used for esports or any kind of rendering where higher frame rates are needed.\",\"PeriodicalId\":354787,\"journal\":{\"name\":\"Proceedings of the Conference on High-Performance Graphics\",\"volume\":\"17 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2019-07-08\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"7\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the Conference on High-Performance Graphics\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.2312/hpg.20191193\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the Conference on High-Performance Graphics","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.2312/hpg.20191193","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
We present a technique for real-time ray tracing with the goal of reaching 240frames per second or more. The core idea is to trade spatial resolution for faster temporal updates in such a way that the display and human visual system aid in integrating high-quality images. We use a combination of frameless and interleaved rendering concepts together with ideas from temporal antialiasing algorithms and novel building blocks---the major one being adaptive selection of pixel orderings within tiles, which reduces spatiotemporal aliasing significantly. The image quality is verified with a user study. Our work can be used for esports or any kind of rendering where higher frame rates are needed.