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@@ -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.