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dc.contributor.authorAndersson, Pontusen_US
dc.contributor.authorNilsson, Jimen_US
dc.contributor.authorSalvi, Marcoen_US
dc.contributor.authorSpjut, Josefen_US
dc.contributor.authorAkenine-Möller, Tomasen_US
dc.contributor.editorSteinberger, Markus and Foley, Timen_US
dc.date.accessioned2019-07-11T06:52:37Z
dc.date.available2019-07-11T06:52:37Z
dc.date.issued2019
dc.identifier.isbn978-3-03868-092-5
dc.identifier.issn2079-8687
dc.identifier.urihttps://doi.org/10.2312/hpg.20191193
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/hpg20191193
dc.description.abstractWe 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.publisherThe Eurographics Associationen_US
dc.subjectI.3.7 [Computer Graphics]
dc.subjectThree Dimensional Graphics and Realism
dc.subjectRay Tracing
dc.titleTemporally Dense Ray Tracingen_US
dc.description.seriesinformationHigh-Performance Graphics - Short Papers
dc.description.sectionheadersDoing More With Each Ray
dc.identifier.doi10.2312/hpg.20191193
dc.identifier.pages33-38


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