Geometry-Aware Framebuffer Level of Detail
Here’s a nice compact little paper from GH 2008 on scaling down shading computation in a rendered scene.
1) Render G-buffer (normals, depth) at a lower resolution (full res * some resizing factor r )
2) Render scene, using bilateral filter (orig paper, SIGGRAPH course, bilateral upsampling ) to upsample some or all of the shading components in a discontinuity respecting manner. Expensive, lower frequency computations should be performed at the lower resolution while inexpensive high-frequency shading (such as specular) should be done at normal resolution.
3) Adjust r based on current framerate vs. some baseline desired framerate to maintain a more constant framerate.
This method is limited by the fact that you have to render the scene geometry twice and highly detailed geometry may introduce artifacts when upsampling, but it is interesting and definitely worth a quick read.
Geometry-Aware Framebuffer Level of Detail
Lei Yang, Pedro V. Sander, Jason Lawrence
Eurographics Symposium on Rendering 2008

Vincent Scheib said,
July 7, 2008 at 10:56 pm
It seems that a 2nd pass at higher geometry resolution would have significant issues at silhouettes? Well, the topic is interesting, I’d love to see some video showing off the details. 😉 Not up yet.
levelofdetail said,
July 8, 2008 at 12:40 pm
The missing high frequency details would definitely be more noticeable at silhouettes. A video would be nice to show any temporal aliasing 🙂 Maybe an author will respond to an email-poke..