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Adam Marrs (Senior Graphics Engineer, NVIDIA)
Location: Room 205, South Hall
Date: Friday, March 22
Time: 11:30 am - 12:00 pm
Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit - Get your pass now!
Format: Sponsored Session
Vault Recording: Video
Audience Level: All
We discuss a pragmatic approach to real-time supersampling that extends common temporal antialiasing techniques with adaptive ray tracing. We have integrated our solution into Unreal Engine 4, and demonstrate how it removes the blurring and ghosting artifacts associated with standard temporal antialiasing, achieves quality approaching 16x supersampling, and operates within a 16ms frame budget.
Attendees will learn how to add next generation antialiasing to their game engine by improving TAA with adaptive real-time ray tracing.