Atmospheric scattering in my deferred renderer. It uses pre-calculated lookup tables for optical depth, surface ambient lighting, and the Mie and Rayleigh coefficients. There are three steps to apply the final effect:
- lighting the surface using the surface ambient lighting table, and normal diffuse lighting calculation
- out-scattering using the optical depth table
- in-scattering integration using the optical depth table and Mie and Rayleigh coefficients.
This is all based on the "Display of The Earth Taking into Account Atmospheric Scattering" paper by Nishita et al.
you have some interesting videos there! Impressive.
Do you have a blog or something where you describe how you realize things?
greetings.
KlausAUsdemosten 6 months ago
I'm jealous xD
xBryanTechx 8 months ago