Any advice on anno-2013 light/lens flares?
I'm trying to beautify the scene a bit with volumetric lighting. There are many different ways to do, and one I'm planning to implement is to make 3D textures that contain (pre baked) radiance per cell, and local fog densities. Pretty much how the "Humus" demo on volumetric fog worked.
However, that is way too rough for fine halo's around lamps, and neither does it produce lens flares or other post effects. So far I've always been using simple 2D sprites that either rotate with the camera or keep on place. Effective, but when looking from nearby, you can often detect the flat quad shape somehow.
I guess modern engines still use all kinds of (cheap) tricks combined to get a result, but maybe I missed some cool techniques from the last X years?
Rick