Compilers: Principles, Techniques, and Tools (2nd Edition)
Compilers: Principles, Techniques, and Tools (2nd Edition)
Accelerating real-time shading with reverse reprojection caching
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Minimum triangle separation for correct z-buffer occlusion
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Pixel-correct shadow maps with temporal reprojection and shadow test confidence
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
An efficient multi-view rasterization architecture
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Automated reprojection-based pixel shader optimization
ACM SIGGRAPH Asia 2008 papers
Spatio-temporal upsampling on the GPU
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Exploiting temporal coherence in real-time rendering
ACM SIGGRAPH ASIA 2010 Courses
Decoupled sampling for graphics pipelines
ACM Transactions on Graphics (TOG)
Image-based bidirectional scene reprojection
Proceedings of the 2011 SIGGRAPH Asia Conference
Temporal Coherence Methods in Real-Time Rendering
Computer Graphics Forum
Fast percentage closer soft shadows using temporal coherence
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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Several recently proposed techniques based on the principle of data reprojection allow reusing shading information generated in one frame to accelerate the calculation of the shading in the following frame. This strategy can significantly reduce the average rendering cost for many important real-time effects at an acceptable level of approximation error. This paper analyzes the overhead associated with incorporating temporal data reprojection on modern GPUs. Based on this analysis, we propose an alternative algorithm to those previously described in the literature and measure its efficiency for multiple scenes and hardware platforms.