# About the paper "Rendering Outdoor Light Scattering in Real Time"

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i read the paper "Rendering Outdoor Light Scattering in Real Time". In the end the paper give the equation need to implement in the vertex shader. where Br is the Rayleigh coefficient, Bm is the Mie coefficient, g is Henyey/Greenstein phase function eccentricity, and Esun is the irradiance of the sun. but the paper don't tell me how to get these parameter(Br,Bm,g,Esun). Is somebody knows?Any explanation will help me. Thanks. [Edited by - ChenA on April 20, 2006 10:21:58 AM]

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you might check out the source code in ATI's RenderMonkey example ...

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wolf:
Thanks,i get the source code.

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I implement the method,but the result is not good.

the left is the scattering integral result,the right is the blend of sky and cloud.
the top time is 7:30,the bottom time is 7:45.
the cloud surround the sun is not red,and the cloud in the other part of the sky is too dark.

this time is 12:00.
the problem is the left is too blue.
Anybody know why?Is it because the parameter is not appropriate?I adjust the parameter real time,these screen shoot is the best complexion.
If someone also implement this method,can you give me some suggestion?
Thanks.

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Check out Nielson's paper. He figures out a way to dynamically calculate the g directionality factor and the intensity of the sun that really helps.

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Quote:
 Original post by okonomiyakiCheck out Nielson's paper. He figures out a way to dynamically calculate the g directionality factor and the intensity of the sun that really helps.

Thanks,i read this paper,i use his method to calculate g and sun intensity,but i still don't have good result.I read the code snippets,i have some question,for example,he calculate the max sun intensity,but he don't use in the effect file.Do you have the source code or the exe?Do you have nielson's email?
Thanks.

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