At GDC 2019, NVIDIA will be hosting a session in which Adam Marrs, Senior Graphics Engineer at NVIDIA Corporation, will talk about how the green team aims to enhance/improve the most well know anti-aliasing solution to date, TAA, with real-time ray tracing.
According to the session description, NVIDIA will discuss a pragmatic approach to real-time supersampling that extends common temporal antialiasing techniques with adaptive ray tracing, and attendees will learn how to add next generation antialiasing to their game engine by improving TAA with adaptive real-time ray tracing.
It is said that the green team has integrated this adaptive ray tracing solution into Unreal Engine 4, and will demonstrate how it removes the blurring and ghosting artifacts associated with standard temporal antialiasing. In theory, this will allow developers to achieve quality approaching 16X supersampling, and will operate within a 16ms frame budget.
We’ve said it a million times that the blurring and ghosting artifacts are the worst side effects of TAA and, at least in our opinion, it is great that someone is actually trying to resolve these issues. Now I don’t know whether developers will even use adaptive ray tracing as NVIDIA’s latest GPUs are currently the only graphics cards that support real-time ray tracing but it’s at least an option now.
Realistically speaking, I don’t expect developers to be using adaptive ray tracing in order to enhance TAA in the foreseeable future. Still, it would have been great to see a game taking advantage of it in order to see for ourselves whether it’s worth using ray tracing in order to address all of TAA’s issues.
Kudos to our reader Metal Messiah for bringing this to our attention!