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Using Camera matrix for temporal reprojection

Using Camera matrix for temporal reprojection

Mar 14, 2024

  • computing/graphics/RayTracing
  • computing/graphics/AntiAliasing/TAA

This “poor man’s approach” of temporal reprojection

  • multiply the camera space intersection point by inverse camera matrix of the current frame
  • multiply the result by camera matrix of the previous frame

This approach assumes a static scene since it doesn’t keep track motion of the objects, but it is useful enough to be implemented in Jacco Bikker’s Lighthouse 2 and Voxel Template Engine.

Reference

  • ShaderToy: Temporal Reprojection shader

Graph View

Backlinks

  • Temporal Reprojection

Created with Quartz v4.5.2 © 2026. All notes are written in Obsidian.

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