Activision Publishing, Inc
Dynamic temporal antialiasing and upsampling in Call of Duty
Jorge Jimenez is a real-time graphics researcher at Activision Publishing, Inc. He received his PhD degree in real-time graphics from Universidad de Zaragoza (Spain) in 2012. His interests include real-time photorealistic rendering, special effects, and squeezing rendering algorithms to be practical in game environments. He has various contributions in books, journals, and conferences, including the GPU Pro series, Game Developer Magazine, and the Transaction on Graphics journal. Some of his key achievements include Jimenez’s MLAA, SMAA, GTAO, the separable subsurface scattering technique, and contributing on the technology of all Call of Duty titles shipped in the current generation.
This talk covers the temporal supersampling technique created during the development of Call of Duty: Infinite Warfare and later refined in Call of Duty: WW2.
First, we present a new temporal upsampling technique that upgrades dynamic resolution into dynamic antialiasing. Rather than having the resolution change under load, the AA quality will be reduced instead, yielding a full resolution output frame regardless of engine load. Second, we discuss a checkerboard differential blend operator working in both time and space domains. It is capable of reconstructing additional subpixel information, or upsampling to higher resolutions, yielding up to 4x temporal upsampling versus 2x with conventional checkerboarding techniques. Third, we perform an analysis of subpixel jittering under motion, and how it can be improved to prevent temporal aliasing. Finally, we present a novel resampling technique that achieves bicubic quality with a single sample.