diff --git a/README.md b/README.md index ba91416f78cb93edafac1d27d5ac902c66e5271d..6389f33100b6a90fd99819b70a3f6fdcb27d3ad4 100644 --- a/README.md +++ b/README.md @@ -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.