Jump to content
  • Advertisement
Sign in to follow this  
saravananps

OpenGL Rendering Shafts of Light

This topic is 5032 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Could any one help me to solve some fundamental issues in rendering shafts of light. I am following the paper "Interactive rendering method for displaying shafts of light" by Dobashi, Nishita and Yamamoto for rendering light shafts. Since I am new to graphics as well as opengl programming, i am finding difficulties in calculating the total intensity of the scattered light Is (Second term of the equation) I struck with the following problems 1. How to construct the virtual plane 2. How can I find the direction towards the intersection point of the ray with the virtual plane? 3. How to store the intensity distribution of light sources as light maps 4. Implementation of projective texture mapping techniques

Share this post


Link to post
Share on other sites
Advertisement
i havent read the paper, but
1/ u can cobnstruct any plane with at least 3 points, check out a math book
2/ just subtract the planeintersection point from the rays origin, normalize the result
4/ theres quite a few implementations of projected textures on the web, theres one with glut, also on the nvidia site theres a couple

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!