Hello, I have seen demos that uses Atmospheric and Volumetric Light Scattering and I wish to implement it on my own. Hopefully SM3.0 will suffice.
But, after reading the nvidia GPU Gems articles I am still in the dark on how this actually works. The Accurate Atmospheric Scattering article by Sean O'Neil shows two pictures of the end result, a drawing of the atmosphere with a line through it. Follwing this is some history on the subject, some formulas and other jargon that does not really add any understanding to how the reader can use it.
Is there a better article that describes exactly how this works? The same applies to the Volumetric Light Scattering as a Post-Process article by Kenny Mitchell. This article is better, but not enough for me to grasp the subject. I have read plenty of articles and tutorials, but these are in a class of their own. I can't recall if I have ever read such difficult articles before.
Any references is greatly appreciated.