Adam Marrs, J. Spjut, Holger Grün, Rahul Sathe, M. McGuire
{"title":"自适应时间抗混叠","authors":"Adam Marrs, J. Spjut, Holger Grün, Rahul Sathe, M. McGuire","doi":"10.1145/3231578.3231579","DOIUrl":null,"url":null,"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.","PeriodicalId":354787,"journal":{"name":"Proceedings of the Conference on High-Performance Graphics","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"19","resultStr":"{\"title\":\"Adaptive temporal antialiasing\",\"authors\":\"Adam Marrs, J. Spjut, Holger Grün, Rahul Sathe, M. McGuire\",\"doi\":\"10.1145/3231578.3231579\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":354787,\"journal\":{\"name\":\"Proceedings of the Conference on High-Performance Graphics\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2018-08-10\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"19\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the Conference on High-Performance Graphics\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3231578.3231579\",\"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/10.1145/3231578.3231579","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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.