@@ -21,3 +21,7 @@ In general, the framework supports [shadow mapping](src/utility/shadow_cache.hpp
For evaluation of the performance and quality of the different rendering techniques the framework provides utility functions for [measuring gpu times](src/utility/pass_timer.hpp) and [capturing images](src/utility/frame_capture.hpp) for an external comparison to a ground truth.
## Depth Peeling Reprojection
Depth Peeling Reprojection is a rendering technique that aims to reduce the duplicate shading that occurs when rendering images for the left and right eye in virtual reality applications.
Instead of rendering the scene from two perspectives, it will render the first two layers from a single perspective similar to [Mara et. al, Deep G-Buffers for Stable Global Illumination Approximation](https://research.nvidia.com/publication/2016-06_deep-g-buffers-stable-global-illumination-approximation).
The goal of this approach is to have more information available when reprojecting the resulting images and, thus, having less artifacts due to disoccluded regions.
Especially when considering streaming the result wirelessly to remote clients it is critical to have reprojection strategies that can handle lost or delayed frames nicely.