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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exoskeletal_ninja
Sweet. The effect kinda reminds me of pitch black when the suns are going down and the creatures come out. But nice work!
August 09, 2005 07:30 AM
Quote:
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 :)
August 09, 2005 01:02 PM
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