References 117
Figure 7.12. Schematic diagram of spatiotemporal reconstruction.
used to avoid instability artifacts, which tend to be disturbing when dealing with
high-frequency details. We found it useful with the whole light accumulation
buffer, allowing us to perform lighting four times faster with similar quality.
Still, several instability issues occurred that we would like to solve.
References
[Kopf et al. 2007] Johannes Kopf, Michael F. Cohen, Dani Liscinski, and Matt Uytten-
daele. “Joint Bilateral Upsampling.” ACM Transactions on Graphics 26:3 (July
2007).
[Lengyel 2010] Eric Lengyel. “Motion Blur and the Velocity-Depth-Gradient Buffer.”
Game Engine Gems 1, edited by Eric Lengyel. Sudbury, MA: Jones and Bartlett,
2010.
[Nehab et al. 2007] Diego Nehab, Padro V. Sander, Jason Lawrence, Natalya Tararchuk,
and John R. Isidoro. “Accelerating Real-Time Shading with Reverse Reprojection
Caching.” Graphics Hardware, 2007.
[Scherzer et al. 2007] Daniel Scherzer, Stefan Jeschke, and Michael Wimmer. “Pixel-
Correct Shadow Maps with Temporal Reprojection and Shadow Test Confidence.”
Rendering Techniques, 2007, pp. 45–50.
Check for hit
If true
Use history
Else
Bilaterally
upsample
coarse
Coarse Fine History
t
t + 1
t + 2
t + 3