Hinageshi
Hinageshi
## 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...
## 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...
Given that the related issue of spdlog is now closed. It looks like spdlog 1.x is hard to upgrade the bundled fmt, but we can use macro to specify an...
1. Generate UV for all meshes 2. Baking - Generate light map - **UV space rasterization** - `OUT.Position = float4(IN.LightmapUV * 2 - 1, 0, 1);` - **Padding** - for...
In game renderer and Radiosity: http://the-witness.net/news/2010/09/hemicube-rendering-and-integration/ https://web.archive.org/web/20160311085440/http://freespace.virgin.net/hugo.elias/radiosity/radiosity.htm
Solution from _Precomputed Global Illumination in Frostbite_ Store L1 SH for every texel. 
> In source gltf file, it has 5 meshes with same materials but merged in assimp process. Maybe the root cause. Can you give a link to skectfab model so...
https://docs.unrealengine.com/5.0/en-US/using-ies-light-profiles-in-unreal-engine/