Andersson, PontusNilsson, JimSalvi, MarcoSpjut, JosefAkenine-Möller, TomasSteinberger, Markus and Foley, Tim2019-07-112019-07-112019978-3-03868-092-52079-8687https://doi.org/10.2312/hpg.20191193https://diglib.eg.org:443/handle/10.2312/hpg20191193We 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.I.3.7 [Computer Graphics]Three Dimensional Graphics and RealismRay TracingTemporally Dense Ray Tracing10.2312/hpg.2019119333-38