CatDogEngine
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[PBR-Sky] The rest part of sky rendering
Atmospheric scattering is complete in #36 and i gathered informations from #2 and #39 to render the rest part of sky.
Volume Shadow algorithm
A volume shadow algorithm is needed to get the ray length in the shadow to get the ground truth light shaft effect.
Cloud
GPU Pro 7 has a awesome chapter about cloud rendering implementation.
Real-Time Volumetric Cloudscapes - Andrew Schneider
THE REAL-TIME VOLUMETRIC CLOUDSCAPES OF HORIZON ZERO DAWN https://www.guerrilla-games.com/read/the-real-time-volumetric-cloudscapes-of-horizon-zero-dawn
Edited by @T-rvw :
- Topics
- UV Animation
- Cloud Modeling
- Low/Medium/High layers in meters
- Fractal Brownian Motion
- Noise : Perlin(Gradient), Worley(Voronioi/Celluar)
- Density-Height Functions
- Weather Texture
- Cloud Lighting
- Attenuation : Beer's Law
- Probability of light scattering : Henyey-Greenstein Phase Function
- Cloud with Rains : darker(absorb more lights)
- Types
- VFX Cloud
- VDB Cloud
- Billboard Cloud
- Raymarching Cloud
References:
God Rays / Light Shafts
This effect can also be achieved by some simple trick:
- https://www.shadertoy.com/view/4dyXWy
- https://developer.nvidia.com/gpugems/gpugems3/part-ii-light-and-shadows/chapter-13-volumetric-light-scattering-post-process
Challenge of Precomputed Atmospheric Scattering
-
Precomputation Cost
- Multi Scattering iterations are very expensive.
- Hard to generate LUT on low-end devices.
-
Authoring and Dynamic Adjustment of Environments
- Artist can't change scattering coefficients on the fly.
- Hard to render effects like weather from sunny to rain fog, space travel among planets.
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Resolvent