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by agumonkey
4189 days ago
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Game renderers do sample time too, for per-object motion blur[1] and sometimes full-scene blur or AA. To push the idea further, research has been done around 'frameless' renderers, where you never render a complete frame but sample ~randomly at successive times and accumulate into the frame(sic)buffer. At low resolution it feels weird but very natural, computed persistence of vision : https://www.youtube.com/watch?v=ycSpSSt-yVs . I love how even at low res, you get valuable perception. [1] some renderers even take advantage of that to increase performance since you get a more human oriented feel by rendering less precisely. |
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This would give you the same "adaptive per-pixel updating" seen in your link, though primarily to tackle the problems with HMDs (low-persistence at high frame-rates).