Temporally Dense Ray Tracing
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Date
2019Author
Andersson, Pontus
Nilsson, Jim
Salvi, Marco
Spjut, Josef
Akenine-Möller, Tomas
Metadata
Show full item recordAbstract
We present a technique for real-time ray tracing with the goal of reaching 240 frames 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.
BibTeX
@inproceedings {10.2312:hpg.20191193,
booktitle = {High-Performance Graphics - Short Papers},
editor = {Steinberger, Markus and Foley, Tim},
title = {{Temporally Dense Ray Tracing}},
author = {Andersson, Pontus and Nilsson, Jim and Salvi, Marco and Spjut, Josef and Akenine-Möller, Tomas},
year = {2019},
publisher = {The Eurographics Association},
ISSN = {2079-8687},
ISBN = {978-3-03868-092-5},
DOI = {10.2312/hpg.20191193}
}
booktitle = {High-Performance Graphics - Short Papers},
editor = {Steinberger, Markus and Foley, Tim},
title = {{Temporally Dense Ray Tracing}},
author = {Andersson, Pontus and Nilsson, Jim and Salvi, Marco and Spjut, Josef and Akenine-Möller, Tomas},
year = {2019},
publisher = {The Eurographics Association},
ISSN = {2079-8687},
ISBN = {978-3-03868-092-5},
DOI = {10.2312/hpg.20191193}
}