Atmospheric effects, fog, clouds, lightshafts, volumetric light in games …
Thinking about:
- improve the billboarding and volume feel of NinianeWangs approach to clouds
- mainly visible effects: out-scattering and coarse in-scattering
- coarse volume-based solution and detail particles/billboards
- probabilistic samples using available data (like variance shadow maps, ssao)
- path through volume is a line in a shadowmap – use for integration
- apply existing techniques for underwater effects to general participating media
- consider that spectrum is not just rgb and scattering is wavelength dependent
- analytically integrable fog density, tensor decompostion, screen space meshes
- depth peeling for combination with transparent objects and other effects
- painterly, cartoonish or ornamental clouds and fog
- …