Real-time frame rate up-conversion for video games: or how to get from 30 to 60 fps for "free"

@inproceedings{Andreev2010RealtimeFR,
  title={Real-time frame rate up-conversion for video games: or how to get from 30 to 60 fps for "free"},
  author={Dmitry Andreev},
  booktitle={SIGGRAPH Talks},
  year={2010}
}
Currently in the video game industry, the holy grail of rendering is achieving ultra realistic visual quality while maintaining a consistent 60 frames per second. However, the cost of doing so means having half the time to construct an image when compared to simply running at 30 fps. Most 30 fps games roughly split up their rendering time in half, standard scene and alpha rendering, and all the other glamorous post processing effects and shadows. This inevitably makes it extremely difficult for… CONTINUE READING