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

This is a collection of various thoughts, ideas, links, …
by Manuel Kugelmann

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