Speaking of "frameless" rendering, I noticed during Carmack's Oculus keynote (https://www.youtube.com/watch?v=gn8m5d74fk8#t=764), he talks about trying to persuade Samsung to integrate programmable interlacing into their displays in order to give dynamic per-frame control over which lines are being scanned.
This would give you the same "adaptive per-pixel updating" seen in your link, though primarily to tackle the problems with HMDs (low-persistence at high frame-rates).
It's a proprietary nVidia technology that essentially does reverse V-Sync. Instead of having the video card render a frame and wait for the monitor to be ready to draw it like normal V-Sync, the monitor waits for the video card to hand it a finished frame before drawing, keeping the old frame on-screen as long as needed. The article goes into a little more detail; they take advantage of the VBLANK interval (legacy from the CRT days) to get the display to act like this.
Weird, I missed this part. Vaguely reminds me of E. Sutherland fully lazy streamed computer graphics generation since they had no framebuffer at the time.
This would give you the same "adaptive per-pixel updating" seen in your link, though primarily to tackle the problems with HMDs (low-persistence at high frame-rates).