SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
The accumulation buffer: hardware support for high-quality rendering
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
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
A framework for the analysis of error in global illumination algorithms
SIGGRAPH '94 Proceedings of the 21st 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
Accelerated MPEG compression of dynamic polygonal scenes
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Digital video processing
Hierarchical image caching for accelerated walkthroughs of complex environments
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Real-time, continuous level of detail rendering of height fields
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Dynamic view-dependent simplification for polygonal models
Proceedings of the 7th conference on Visualization '96
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
View-dependent refinement of progressive meshes
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
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
ACM Transactions on Graphics (TOG)
A Characterization of Ten Hidden-Surface Algorithms
ACM Computing Surveys (CSUR)
Optimized view frustum culling algorithms for bounding boxes
Journal of Graphics Tools
WYSIWYG NPR: drawing strokes directly on 3D models
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Enhancing and optimizing the render cache
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Generating Exact Ray-Traced Animation Frames by Reprojection
IEEE Computer Graphics and Applications
Tapestry: A Dynamic Mesh-based Display Representation for Interactive Rendering
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
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)
Level of Detail for 3D Graphics
Level of Detail for 3D Graphics
ACM SIGGRAPH 2003 Papers
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
Digital photography with flash and no-flash image pairs
ACM SIGGRAPH 2004 Papers
Flash photography enhancement via intrinsic relighting
ACM SIGGRAPH 2004 Papers
Video enhancement using per-pixel virtual exposures
ACM SIGGRAPH 2005 Papers
Implementing the render cache and the edge-and-point image on graphics hardware
GI '06 Proceedings of Graphics Interface 2006
ACM SIGGRAPH 2007 papers
Accelerating real-time shading with reverse reprojection caching
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
ACM SIGGRAPH 2007 courses
The Visual Computer: International Journal of Computer Graphics
Image-space horizon-based ambient occlusion
ACM SIGGRAPH 2008 talks
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
GigaVoxels: ray-guided streaming for efficient and detailed voxel rendering
Proceedings of the 2009 symposium on Interactive 3D graphics and games
A Masking Model for Motion Sharpening Phenomenon in Video Sequences
IEICE Transactions on Fundamentals of Electronics, Communications and Computer Sciences
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
ACM SIGGRAPH ASIA 2009 Courses
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
Interactive painterly stylization of images, videos and 3D animations
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Apparent display resolution enhancement for moving images
ACM SIGGRAPH 2010 papers
Self-similar texture for coherent line stylization
NPAR '10 Proceedings of the 8th International Symposium on Non-Photorealistic Animation and Rendering
Depth map enhanced macroblock partitioning for H.264 video coding of computer graphics content
ICIP'09 Proceedings of the 16th IEEE international conference on Image processing
Real-time frame rate up-conversion for video games: or how to get from 30 to 60 fps for "free"
ACM SIGGRAPH 2010 Talks
Coherent noise for non-photorealistic rendering
ACM SIGGRAPH 2011 papers
Image-based bidirectional scene reprojection
Proceedings of the 2011 SIGGRAPH Asia Conference
Spatio-temporal analysis for parameterizing animated lines
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Non-Photorealistic Animation and Rendering
Real-Time Shadows
A Computational Model of Afterimages
Computer Graphics Forum
Frame sequential interpolation for discrete level-of-detail rendering
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Sample based visibility for soft shadows using alias-free shadow maps
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
An interactive out-of-core rendering framework for visualizing massively complex models
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Light space perspective shadow maps
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
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
Apparent resolution enhancement for animations
Proceedings of the 27th Spring Conference on Computer Graphics
Temporally coherent adaptive sampling for imperfect shadow maps
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
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Nowadays, there is a strong trend towards rendering to higher-resolution displays and at high frame rates. This development aims at delivering more detail and better accuracy, but it also comes at a significant cost. Although graphics cards continue to evolve with an ever-increasing amount of computational power, the speed gain is easily counteracted by increasingly complex and sophisticated shading computations. For real-time applications, the direct consequence is that image resolution and temporal resolution are often the first candidates to bow to the performance constraints (e.g. although full HD is possible, PS3 and XBox often render at lower resolutions). In order to achieve high-quality rendering at a lower cost, one can exploit temporal coherence (TC). The underlying observation is that a higher resolution and frame rate do not necessarily imply a much higher workload, but a larger amount of redundancy and a higher potential for amortizing rendering over several frames. In this survey, we investigate methods that make use of this principle and provide practical and theoretical advice on how to exploit TC for performance optimization. These methods not only allow incorporating more computationally intensive shading effects into many existing applications, but also offer exciting opportunities for extending high-end graphics applications to lower-spec consumer-level hardware. To this end, we first introduce the notion and main concepts of TC, including an overview of historical methods. We then describe a general approach, image-space reprojection, with several implementation algorithms that facilitate reusing shading information across adjacent frames. We also discuss data-reuse quality and performance related to reprojection techniques. Finally, in the second half of this survey, we demonstrate various applications that exploit TC in real-time rendering. © 2012 Wiley Periodicals, Inc.