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[PBR-Sky] The rest part of sky rendering

Open roeas opened this issue 3 years ago • 4 comments

Atmospheric scattering is complete in #36 and i gathered informations from #2 and #39 to render the rest part of sky.

roeas avatar Nov 26 '22 08:11 roeas

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.

roeas avatar Nov 26 '22 08:11 roeas

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:

roeas avatar Nov 26 '22 08:11 roeas

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

roeas avatar Nov 26 '22 08:11 roeas

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.
  • Resolvent

roeas avatar Nov 26 '22 08:11 roeas