Generating antialiased images at low sampling densities
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Anti-aliased ray tracing with covers
Computer Graphics Forum
Ray-bound tracing for perfect and efficient anti-aliasing
The Visual Computer: International Journal of Computer Graphics
A perceptually based adaptive sampling algorithm
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
An improved illumination model for shaded display
Communications of the ACM
The aliasing problem in computer-generated shaded images
Communications of the ACM
Beam tracing polygonal objects
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
KD-tree acceleration structures for a GPU raytracer
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Analytic Antialiasing for Selective High Fidelity Rendering
SIBGRAPI '05 Proceedings of the XVIII Brazilian Symposium on Computer Graphics and Image Processing
Ray tracing deformable scenes using dynamic bounding volume hierarchies
ACM Transactions on Graphics (TOG)
Interactive k-d tree GPU raytracing
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Larrabee: a many-core x86 architecture for visual computing
ACM SIGGRAPH 2008 papers
Real-time KD-tree construction on graphics hardware
ACM SIGGRAPH Asia 2008 papers
Parallel adaptive sampling and reconstruction using multi-scale and directional analysis
The Visual Computer: International Journal of Computer Graphics
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While supersampling is an essential element for high quality rendering, high sampling rates, routinely employed in offline rendering, are still considered quite burdensome for real-time ray tracing. In this paper, we propose a selective and adaptive supersampling technique aimed at the development of a real-time ray tracer on today's many-core processors. For efficient utilization of very precious computing time, this technique explores both image---space and object---space attributes, which can be easily gathered during the ray tracing computation, minimizing rendering artifacts by cleverly distributing ray samples to rendering elements according to priorities that are selectively set by a user. Our implementation on the current GPU demonstrates that the presented algorithm makes high sampling rates as effective as 9 to 16 samples per pixel more affordable than before for real-time ray tracing.