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{SatheGPUZen2019, author = {Sathe, Rahul, Gruen, Holger, Marrs, Adam, Spjut, Josef, and McGuire, Morgan}, title = {Adaptive Antialiasing using Conservative Rasterization and GPU Ray Tracing}, booktitle = {GPU Zen 2: Advanced Rendering Techniques}, year = {2019}, isbn = {978-1797583143}, pages = {}, numpages = {}, url = {https://www.amazon.com/GPU-Zen-Advanced-Rendering-Techniques/dp/179758314X/, publisher = {Independently Published}, }