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.
@book{MarrsRTG2019Chapter22, author = {Marrs, Adam and Spjut, Josef and Gruen, Holger and Sathe, Rahul and McGuire, Morgan}, title = {Improving Temporal Antialiasing with Adaptive Ray Tracing}, booktitle = {Ray Tracing Gems}, chapter = {22}, year = {2019}, isbn = {978-1-4842-4427-2}, pages = {353-370}, numpages = {18}, url = {https://link.springer.com/book/10.1007/978-1-4842-4427-2}, doi = {https://doi.org/10.1007/978-1-4842-4427-2}, publisher = {Apress}, address = {Berkeley, CA, USA}, }