Can a scene be efficiently pre-rendered and displayed along a fixed camera line? A scene can be pre-rendered from a single camera position.

Can a scene be efficiently rendered for a fixed set of positions and lines that the camera can move through?

Consider games like escape room games where the camera only assumes fixed locations. Can the transition between those positions also be rendered more efficiently than frame-by-frame?

Suppose I wanted the player to move freely along a fixed linear (or curved) track, how can I show the maximum render quality?
Would Diego Nehab et al's "Accelerating Real-Time Shading with Reverse Reprojection Caching" be the sort of thing you are looking for? 

Paper Link and/or Slide presentation from Graphics Hardware 2007

IIRC, the idea is to reuse a previous frame's rendered image results in the current frame rather than running a, potentially expensive, shader for every pixel.

At the conference, I did ask Diego if he'd considered doing 'bidirectional' reuse (i.e. rendering frames out of order somewhat akin to h.264) but I can't recall his answer. I think in your proposed use case it might be of value.