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Real-Time Volumetric Particle Shading.wmv

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Uploaded by on Dec 1, 2008

This is 125k particles with per-vertex self shadowing and per-pixel shadow casting. The extinction is computed via a single pass volume/density calculation, with exponential lighting attenuation. Forward scattering is approximating Mie multiple-scattering using the Henyey Greenstein phase function. The app is single threaded being run on a 3ghz Core 2 Quad with a single GTX 280, simulating all the particle effects on the CPU.

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Gaming

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Standard YouTube License

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  • Could you display any articles over this?

  • can u please give references or articles relating to the technique. excellent work!

  • this is amazing

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