  Hardware-based triangle rasterization is still the prevalent method for
generating images at real-time interactive frame rates. With the availability
of a programmable graphics pipeline a large variety of techniques are supported
for evaluating lighting and material properties of fragments. However, these
techniques are usually restricted to evaluating local lighting and material
effects. In addition, view-point changes require the complete processing of
scene data to generate appropriate images. Reusing already rendered data in the
frame buffer for a given view point by warping for a new viewpoint increases
navigation fidelity at the expense of introducing artifacts for fragments
previously hidden from the viewer.
  We present fragment-history volumes (FHV), a rendering technique based on a
sparse, discretized representation of a 3d scene that emerges from recording
all fragments that pass the rasterization stage in the graphics pipeline. These
fragments are stored into per-pixel or per-octant lists for further processing;
essentially creating an A-buffer. FHVs using per-octant fragment lists are view
independent and allow fast resampling for image generation as well as for using
more sophisticated approaches to evaluate material and lighting properties,
eventually enabling global-illumination evaluation in the standard graphics
pipeline available on current hardware.
  We show how FHVs are stored on the GPU in several ways, how they are created,
and how they can be used for image generation at high rates. We discuss results
for different usage scenarios, variations of the technique, and some
limitations.
