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    Accelerating Real-Time Shading with Reverse Reprojection Caching

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    025-036.pdf (2.057Mb)
    Date
    2007
    Author
    Nehab, Diego
    Sander, Pedro V.
    Lawrence, Jason
    Tatarchuk, Natalya
    Isidoro, John R.
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    Abstract
    Evaluating pixel shaders consumes a growing share of the computational budget for real-time applications. However, the significant temporal coherence in visible surface regions, lighting conditions, and camera location allows reusing computationally-intensive shading calculations between frames to achieve significant performance improvements at little degradation in visual quality. This paper investigates a caching scheme based on reverse reprojection which allows pixel shaders to store and reuse calculations performed at visible surface points. We provide guidelines to help programmers select appropriate values to cache and present several policies for keeping cached entries up-to-date. Our results confirm this approach offers substantial performance gains for many common real-time effects, including precomputed global lighting effects, stereoscopic rendering, motion blur, depth of field, and shadow mapping.
    BibTeX
    @inproceedings {10.2312:EGGH:EGGH07:025-036,
    booktitle = {SIGGRAPH/Eurographics Workshop on Graphics Hardware},
    editor = {Mark Segal and Timo Aila},
    title = {{Accelerating Real-Time Shading with Reverse Reprojection Caching}},
    author = {Nehab, Diego and Sander, Pedro V. and Lawrence, Jason and Tatarchuk, Natalya and Isidoro, John R.},
    year = {2007},
    publisher = {The Eurographics Association},
    ISSN = {1727-3471},
    ISBN = {978-3-905673-47-0},
    DOI = {10.2312/EGGH/EGGH07/025-036}
    }
    URI
    http://dx.doi.org/10.2312/EGGH/EGGH07/025-036
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    Eurographics Association copyright © 2013 - 2023 
    Send Feedback | Contact - Imprint | Data Privacy Policy | Disable Google Analytics
    Theme by @mire NV
    System hosted at  Graz University of Technology.
    TUGFhA