Temporal Coherence Methods in Real‐Time Rendering

dc.contributor.authorScherzer, Danielen_US
dc.contributor.authorYang, Leien_US
dc.contributor.authorMattausch, Oliveren_US
dc.contributor.authorNehab, Diegoen_US
dc.contributor.authorSander, Pedro V.en_US
dc.contributor.authorWimmer, Michaelen_US
dc.contributor.authorEisemann, Elmaren_US
dc.contributor.editorHolly Rushmeier and Oliver Deussenen_US
dc.date.accessioned2015-02-28T08:23:23Z
dc.date.available2015-02-28T08:23:23Z
dc.date.issued2012en_US
dc.description.abstractNowadays, 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.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 intomany existing applications, but also offer exciting opportunities for extending high‐end graphics applications to lower‐spec consumer‐level hardware.en_US
dc.description.documenttypestar
dc.description.number8
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume31
dc.identifier.doi10.1111/j.1467-8659.2012.03075.x
dc.identifier.issn1467-8659en_US
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/v31i8pp2378-2408
dc.identifier.urihttps://doi.org/10.1111/j.1467-8659.2012.03075.xen_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltd.en_US
dc.titleTemporal Coherence Methods in Real‐Time Renderingen_US
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