The accumulation buffer: hardware support for high-quality rendering
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Object space temporal coherence for ray tracing
Proceedings of the conference on Graphics interface '92
Hierarchical Z-buffer visibility
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
View interpolation for image synthesis
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Priority rendering with a virtual reality address recalculation pipeline
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Frameless rendering: double buffering considered harmful
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Temporally coherent conservative visibility (extended abstract)
Proceedings of the twelfth annual symposium on Computational geometry
Talisman: commodity realtime 3D graphics for the PC
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Proceedings of the 1997 symposium on Interactive 3D graphics
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Visibility culling using hierarchical occlusion maps
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Rendering with coherent layers
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Generating computer animations with frame coherence in a distributed computing environment
ACM-SE 36 Proceedings of the 36th annual Southeast regional conference
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Exploiting frame coherence with the temporal depth buffer in a distributed computing environment
PVGS '99 Proceedings of the 1999 IEEE symposium on Parallel visualization and graphics
LOD-sprite technique for accelerated terrain rendering
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
A Characterization of Ten Hidden-Surface Algorithms
ACM Computing Surveys (CSUR)
Optimized view frustum culling algorithms for bounding boxes
Journal of Graphics Tools
Visible surface ray-tracing of stereoscopic images
ACM-SE 30 Proceedings of the 30th annual Southeast regional conference
Advanced RenderMan: Creating CGI for Motion Picture
Advanced RenderMan: Creating CGI for Motion Picture
Texturing and Modeling: A Procedural Approach
Texturing and Modeling: A Procedural Approach
Enhancing and optimizing the render cache
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Efficient Conservative Visibility Culling Using the Prioritized-Layered Projection Algorithm
IEEE Transactions on Visualization and Computer Graphics
Generating Exact Ray-Traced Animation Frames by Reprojection
IEEE Computer Graphics and Applications
Interactive visibility culling in complex environments using occlusion-switches
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Tapestry: A Dynamic Mesh-based Display Representation for Interactive Rendering
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Walkthroughs with Corrective Texturing
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Frame-to-frame coherence and the hidden surface computation: Constraints for a convex world
SIGGRAPH '81 Proceedings of the 8th annual conference on Computer graphics and interactive techniques
A reflectance model for computer graphics
SIGGRAPH '81 Proceedings of the 8th annual conference on Computer graphics and interactive techniques
Image Based Rendering with Stable Frame Rates
VISUALIZATION '00 Proceedings of the 11th IEEE Visualization 2000 Conference (VIS 2000)
Exploiting Frame to Frame Coherence in a Virtual Reality System
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
An efficient spatio-temporal architecture for animation rendering
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Bilateral Filtering for Gray and Color Images
ICCV '98 Proceedings of the Sixth International Conference on Computer Vision
Exploiting temporal coherence in ray casted walkthroughs
SCCG '03 Proceedings of the 19th spring conference on Computer graphics
Implementing the render cache and the edge-and-point image on graphics hardware
GI '06 Proceedings of Graphics Interface 2006
The real-time reprojection cache
ACM SIGGRAPH 2006 Sketches
Accelerating real-time shading with reverse reprojection caching
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
ACM SIGGRAPH 2007 courses
Minimum triangle separation for correct z-buffer occlusion
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Non-interleaved deferred shading of interleaved sample patterns
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Image-space horizon-based ambient occlusion
ACM SIGGRAPH 2008 talks
ACM SIGGRAPH 2008 classes
Automated reprojection-based pixel shader optimization
ACM SIGGRAPH Asia 2008 papers
Imperfect shadow maps for efficient computation of indirect illumination
ACM SIGGRAPH Asia 2008 papers
An improved shading cache for modern GPUs
Proceedings of the 23rd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
ISMAR 2006 - The Fifth IEEE and ACM International Symposium on Mixed and Augmented Reality
ISMAR '06 Proceedings of the 5th IEEE and ACM International Symposium on Mixed and Augmented Reality
Adaptive global visibility sampling
ACM SIGGRAPH 2009 papers
ACM SIGGRAPH Asia 2009 papers
Real-Time Soft Shadows Using Temporal Coherence
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part II
Volumetric Ambient Occlusion for Real-Time Rendering and Games
IEEE Computer Graphics and Applications
Spatio-temporal upsampling on the GPU
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Frame sequential interpolation for discrete level-of-detail rendering
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Geometry-aware framebuffer level of detail
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Interactive rendering using the render cache
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Pixel-correct shadow maps with temporal reprojection and shadow test confidence
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Incremental instant radiosity for real-time indirect illumination
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
Near optimal hierarchical culling: performance driven use of hardware occlusion queries
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
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Temporal coherence (TC), the correlation of contents between adjacent rendered frames, exists across a wide range of scenes and motion types in practical real-time rendering. By taking advantage of TC, we can save redundant computation and improve the performance of many rendering tasks significantly with only a marginal decrease in quality. This not only allows us to incorporate more computationally intensive shading effects to existing applications, but also offers exciting opportunities of extending high-end graphics applications to reach lower-spec consumer-level hardware. This course aims to introduce participants to the concepts of TC, and provide them the working practical and theoretical knowledge to exploit TC in a variety of shading tasks. It begins with an introduction of the general notion of TC in rendering, as well as an overview of the recent developments in this field. Then it focuses on a key data structure - the reverse reprojection cache, which is the foundation of many applications. The course proceeds with a number of extensions of the basic algorithm for assisting in multi-pass shading effects, shader antialiasing, casting shadows and global-illumination effects. Finally, several more general coherence topics beyond pixel reuse are introduced, including visibility culling optimization and object-space global-illumination approximations. For all the major techniques and applications covered, implementation and practical issues involved in development are addressed in detail. In general, we emphasize "know how" and the guidelines related to algorithm choices. After the course, participants are encouraged to find and utilize TC in their own applications and rapidly adapt existing algorithms to meet their requirements. The version of the course notes you are currently reading was created at September 23, 2010. The newest version of these course notes can be downloaded from this URL.