This is captured from our current game. It runs at around 150 fps on a GeForce 8600 GTS running inside XNA. It consist of 2 shaders:
1: Atmospheric Scattering on the outer atmospheric shell
2: Reflection of the ground taking into consideration the atmospheric scattering of the atmosphere.
The colors are then added together with additive blending. The optical depth is pre-computed into a 512x512 texture taking 512 samples at every texel.
My implementation is based on an article by Nishita, et al., "Display of The Earth Taking into Account Atmospheric Scattering" which appeared in SIGGRAPH'93,Computer Graphics.
http://nis-lab.is.s.u-tokyo.ac.jp/~nis/abs_sig.html#sig93
Link to this comment:
All Comments (0)