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Atmosphere tests

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In the past days i've been working on atmosphere and scattering effects. I'm using the algorithm described by Lutz Justen in this thread. It normally involves a lot of calculations in a vertex shader, including two costly sphere/ray intersection tests. So i'm now trying to offset this work into lookup tables, and a few operations only in a pixel shader. I haven't succeeded yet, but i hope on the right tracks. Here's a test (on the CPU) with a very thick atmosphere:


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Guest Anonymous Poster

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Looks good, but odd with the fragments with the planet being really dark. Do you still have to add code to get the contribution of the atmosphere where teh planet is visible? Or is this case (modelling) a bit extreme, so it looks odd!

Finally you should use higher quality jpegs! These low quality ones (esp the previous ones) ruin your beautiful screenshots.

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Guest Anonymous Poster

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Maybe the planet lighting should also take into account the light contribution from the atmosphere, is this taken into account by these atmospheric scattering models for view from space?

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Do you still have to add code to get the contribution of the atmosphere where teh planet is visible?


Yes, that's why i only show a dark side of the planet. I'm still in the testing phase right now. But doing it on the planet itself is easy, since the code is the same.

Quote:

Finally you should use higher quality jpegs! These low quality ones (esp the previous ones) ruin your beautiful screenshots.


Will try to remember that in my next screenshots :)

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