Jump to content
  • Advertisement
Sign in to follow this  
Waaayoff

Precomputed Atmospheric Scattering - Irradiance table?

This topic is 2201 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

I'm trying to implement Bruneton's algorithm but i'm not sure the irradiance results are correct. The output texture is black but the values aren't zero. If i multiply them by 100 i get the following:

 

 

yqda.png

 

Which closely resembles the image found in this implementation by Stefan Sperlhofer. So my queston is, is the table supposed to have such low values? Because the Transmittance and Inscatter tables don't.

 

Also, in the algorithm the single irradiance is multiplied by zero and discarded... Why calculate it in the first place???

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!