Jump to content
  • Advertisement
Sign in to follow this  
nicmenz

atmospheric scattering coefficients

This topic is 3215 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

hi, first of all, I know that there are plenty of threads about atmospheric scattering, but I could not find any information on how the wavelength-depending scattering coefficients are created! I implemented the ATI paper "Rendering Outdoor Light Scattering in Real-Time", where the original terrain color is multiplied with an extinction factor and an inscattering factor. L_o = L_in * Extinction( Distance ) * InScattering( Distance, AngleToSun ) that's pretty simple! In the function "InScattering()", rayleigh and mie functions have to be computed, both depending on the scalar value "AngleToSun". This is simple, too. my problem is, that I have only grayscale images so far! I know that the atmosphere scatters blue particles more than other wavelengths, but where to I take these numbers? In the Preetham paper is a table for 5 different wavelengths, but this didn't work out properly :-/ I would need something like float3 RayleighCoeff( float Theta ) { return ... } since the scattering parameters depend on the angle to the light source. thanks, nicolas

Share this post


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

  • Advertisement
×

Important Information

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

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!