   Accumulated Screen Space Lighting
  Hi!I've seen the thread about accumulated screen space ambient occlusion (ASSAO) where the SSAO is computed over several frames. I also know about a paper where they do pixel correct shadow maps by spreading the computations over several frames.Using a G-Buffer and doing the lighting as a post process can be a very demanding task for the GPU because it can be very memory intensive.Do you guys think it would be possible to also spread the while lighting calculation over several frames just like in ASSAO? What are your thoughts?   
  I think it depends a lot on how dynamic the lighting in your scene is. If a lot of your lights are quite static, as well as the lit geometrym I bet you could get away with it.Be sure to read the real-time reprojection cache;  I think one big problem you'd have with such an approach is performance on multi-GPU systems, where sharing data between frames is a big no-no.   ;  I guess each card would have it's own buffer, and it get's updated once every two frames. Probably you would have to account for frame rate anyway. But then again, I have never owned a multiple-gpu setup and an AO implementation :)   