Marrs, AdamSpjut, JosefGruen, HolgerSathe, RahulMcGuire, MorganPatney, Anjul and Niessner, Matthias2018-11-112018-11-112018978-1-4503-5896-52079-8679https://doi.org/10.1145/3231578.3231579https://diglib.eg.org:443/handle/10.1145/3231578-3231579We introduce a pragmatic algorithm for real-time adaptive supersampling in games. It extends temporal antialiasing of rasterized images with adaptive ray tracing, and conforms to the constraints of a commercial game engine and today's GPU ray tracing APIs. The algorithm removes blurring and ghosting artifacts associated with standard temporal antialiasing and achieves quality approaching 8× supersampling of geometry, shading, and materials while staying within the 33ms frame budget required of most games.Computing methodologiesRay tracingadaptive samplingsupersamplingray tracingAdaptive Temporal Antialiasing10.1145/3231578.3231579