Temporally Dense Ray Tracing
(2019) High-Performance Graphics, 2019 p.33-38- 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.
- Abstract (Swedish)
- 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.
Please use this url to cite or link to this publication:
https://lup.lub.lu.se/record/310d1760-0800-4bb3-8f9e-8c33facc3016
- author
- Andersson, Pontus LU ; Akenine-Möller, Tomas LU ; Nilsson, Jim ; Spjut, Josef and Salvi, Marco
- publishing date
- 2019-07-08
- type
- Chapter in Book/Report/Conference proceeding
- publication status
- published
- subject
- host publication
- High Performance Graphics – Short Papers
- pages
- 6 pages
- publisher
- Eurographics - European Association for Computer Graphics
- conference name
- High-Performance Graphics, 2019
- conference location
- Strasbourg, France
- conference dates
- 2019-07-08 - 2019-07-10
- external identifiers
-
- scopus:85086733557
- ISBN
- 978-3-03868-092-5
- DOI
- 10.2312/hpg.20191193
- project
- Evaluating and Improving Rendered Visual Experiences
- language
- English
- LU publication?
- no
- id
- 310d1760-0800-4bb3-8f9e-8c33facc3016
- alternative location
- https://research.nvidia.com/sites/default/files/pubs/2019-07_Temporally-Dense-Ray//temporally-dense-ray-tracing.pdf
- date added to LUP
- 2020-08-26 16:10:49
- date last changed
- 2024-03-04 15:31:50
@inproceedings{310d1760-0800-4bb3-8f9e-8c33facc3016, 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.}}, author = {{Andersson, Pontus and Akenine-Möller, Tomas and Nilsson, Jim and Spjut, Josef and Salvi, Marco}}, booktitle = {{High Performance Graphics – Short Papers}}, isbn = {{978-3-03868-092-5}}, language = {{eng}}, month = {{07}}, pages = {{33--38}}, publisher = {{Eurographics - European Association for Computer Graphics}}, title = {{Temporally Dense Ray Tracing}}, url = {{http://dx.doi.org/10.2312/hpg.20191193}}, doi = {{10.2312/hpg.20191193}}, year = {{2019}}, }