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This project provides a new implementation of our EGSR 2008 paper "Precomputed Atmospheric Scattering".

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Hi, has anyone managed to get decent results when modifying betaM/betaMEx in order to simulate reduced visibility ? It works great until betaM gets too high (try 0.94 for instance,...

As I mentioned before, I'm working on porting this for Unreal Engine. The rendering of the sky and planet seem to be working ok, but I'm having a strange issue...

Avoid use default location 0(already used for `sampler2D transmittance_texture`) for `sampler3D single_mie_scattering_texture`, otherwise calling [`glDrawArrays`](https://github.com/ebruneton/precomputed_atmospheric_scattering/blob/master/atmosphere/demo/demo.cc#L391) will cause a black window with error `GL_INVALID_OPERATION` on macOS M1.

Hi! Can your sky model we used for estimating the infrared irradiance into a surface, in W*m-2? I'm asking this because I see that your papers seem to be limited...

Currently, the sky after sunset becomes completely dark. However, atmosphere is never completely dark and during night, when rayleigh scattering stops dominating, some phenomena appear like airglow or moonlight scattering...

In the demo shader `atmosphere/demo/demo.glsl`, when testing whether the view ray intersects with the ground: ```glsl p = camera - earth_center; p_dot_v = dot(p, view_direction); p_dot_p = dot(p, p); float...