真正的Volume Light Shaft,采用Interleave Sample大幅优化Volume渲染的开销。
Lately, I have replaced the recently added screen-space light shaft algorithm with a new one because I was not satisfied with the results. The new method uses ray marching withinterleaved sampling of the shadow map to simulate single scattering in participating media in real-time, thus, it produces more realistic results with relatively low cost.
The implementation calculates sample values in a separate pass to a new framebuffer, and then it collects the samples at the light combiner pass. The interleaved sampling is performed using a hand-crafted 8×8 pixel grayscale image containing random pixels with uniform value distribution.
There are some images with the results.
本文介绍了一种新的屏幕空间光线投射算法,该算法通过在参与媒介中使用带有交错采样的光线行进来模拟单次散射,实现了实时的体积光效果。此方法相比之前的方法更加真实且成本较低。








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