• Advertisement
  • entries
  • comments
  • views

Sky scattering & shading

Sign in to follow this  


This week end and today, i worked quite intensively on rayleigh and mie scattering to color my sky. I took my courage and read all the academic papers on the topic. ATI's paper: Rendering Outdoor Light Scattering in Realtime is still my reference for my implementation (especially because it doesn't cost much performance-wise, but also scales well with vertex and pixel shaders or lookup textures), but i wanted to be completely sure to understand where all the "magic numbers and formulas" came from. I think i now have a much, much better understanding of sky scattering, and its limitations.

My sky is correctly shaded, but is not dynamic at the moment. It uses a static, colored sphere with a very high tesselation. In the future i intend to make the tesselation dynamic, and to shift the calculations with lookup tables/textures in the pixel shader to get tesselation-independant results. Finally, i still have to shade the clouds depending on the view direction in the sky. They're still grey/white-ish everywhere now.

Sign in to follow this  

1 Comment

Recommended Comments

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Advertisement