Accelerating Real-Time Shading with Reverse Reprojection Caching

dc.contributor.authorNehab, Diegoen_US
dc.contributor.authorSander, Pedro V.en_US
dc.contributor.authorLawrence, Jasonen_US
dc.contributor.authorTatarchuk, Natalyaen_US
dc.contributor.authorIsidoro, John R.en_US
dc.contributor.editorMark Segal and Timo Ailaen_US
dc.date.accessioned2013-10-28T10:17:31Z
dc.date.available2013-10-28T10:17:31Z
dc.date.issued2007en_US
dc.description.abstractEvaluating 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.en_US
dc.description.seriesinformationSIGGRAPH/Eurographics Workshop on Graphics Hardwareen_US
dc.identifier.isbn978-3-905673-47-0en_US
dc.identifier.issn1727-3471en_US
dc.identifier.urihttps://doi.org/10.2312/EGGH/EGGH07/025-036en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.6 [Computer Graphics]: Graphics data structures and data types I.3.6 [Computer Graphics]: Interaction techniquesen_US
dc.titleAccelerating Real-Time Shading with Reverse Reprojection Cachingen_US
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