非常不错的与计算的大气效果,更难能可贵的是有Volume的 Light shaft,效果叼炸了
This sample demonstrates how high-quality light scattering effects in large outdoor environments can be rendered on Intel HD graphics in real time. The technique extends the approach shown in the previously published sample and is based on the same key concepts. Epipolar sampling helps minimize the number of samples for which expensive ray marching algorithm is executed while 1D min/max binary trees are used to accelerate scattering integral computation. The sample source code is also available on GitHub.
In this sample, a more complex physical model is exploited to simulate light interaction with the atmosphere. The model assumes that the planet is spherical and that the particle density decreases exponentially with the altitude computed with respect to the planet surface. To facilitate shadows in large environments, cascaded shadow maps are used. Scattering contribution from each cascade is computed and accumulated to obtain the final result.
The technique is capable of rendering the scattering effects from both outer space as well as from the ground. The following figures show the effect computed for different camera locations and day times.




本文展示了一种利用Intel HD图形技术在大型户外环境中实时渲染高保真光线散射效果的技术。通过玉泊采样和1D最小/最大二叉树加速散射积分计算,该技术实现了复杂物理模型下大气光交互的模拟。使用跨层阴影映射来优化大型环境中的阴影绘制,并通过计算每个层次的散射贡献来获得最终结果。
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