Multi-sample Real-time Ray Tracing with Adaptive Temporal Anti-aliasing
Path tracing gives the opportunity to render scenes with high quantity of not only point lights but as well as area lights; these could be then sampled and shadows can be generated by ray tracing, even without the use of any shadow maps or using any other raster scan technique that cannot work with area lights in large number. This gives an opportunity for an algorithm that keeps structure information with mild sampling in hierarchical order concentrated with real-time ray tracing. This also introduced a practical set of rules for adaptive super sampling in games working at real-time. With this adaptive rendering using path tracing is improved by using anti-aliasing with temporal measures, and lie within the technical limitations of the current generation game engines and render engines using new DXR APIs. The algorithm removes blurring from artifacts and ghosting of different frames related to anti-aliasing using temporal measures and gives shading, geometry, and materials a 16x quality super sampling, while keeping the 60 frames per second technical budget required for maximum available games running DXR at real-time.