Accelerating Real-Time Shading with Reverse Reprojection Caching

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Date
2007
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
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.
Description

        
@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
} }
Citation