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The real-time reprojection cache
2006
ACM SIGGRAPH 2006 Sketches on - SIGGRAPH '06
Real-time pixel shading techniques have become increasingly complex, and consume an ever larger share of the graphics processing budget in applications such as games. This has driven the development of optimization techniques that either attempt to simplify pixel shaders, or to cull their evaluation when possible. In this paper, we follow an alternative strategy: reducing the number of shading computations by exploiting spatio-temporal coherence. We describe a simple and inexpensive method that
doi:10.1145/1179849.1180080
dblp:conf/siggraph/NehabSI06
fatcat:im6r2k6lgncvfo6j4l536dgdkq