dc.contributor.author | Andersson, Pontus | en_US |
dc.contributor.author | Nilsson, Jim | en_US |
dc.contributor.author | Salvi, Marco | en_US |
dc.contributor.author | Spjut, Josef | en_US |
dc.contributor.author | Akenine-Möller, Tomas | en_US |
dc.contributor.editor | Steinberger, Markus and Foley, Tim | en_US |
dc.date.accessioned | 2019-07-11T06:52:37Z | |
dc.date.available | 2019-07-11T06:52:37Z | |
dc.date.issued | 2019 | |
dc.identifier.isbn | 978-3-03868-092-5 | |
dc.identifier.issn | 2079-8687 | |
dc.identifier.uri | https://doi.org/10.2312/hpg.20191193 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.2312/hpg20191193 | |
dc.description.abstract | 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. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | I.3.7 [Computer Graphics] | |
dc.subject | Three Dimensional Graphics and Realism | |
dc.subject | Ray Tracing | |
dc.title | Temporally Dense Ray Tracing | en_US |
dc.description.seriesinformation | High-Performance Graphics - Short Papers | |
dc.description.sectionheaders | Doing More With Each Ray | |
dc.identifier.doi | 10.2312/hpg.20191193 | |
dc.identifier.pages | 33-38 | |