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This is a very, very old paper and is not recommended anymore. I'd take a look here: https://www.slideshare.net/DICEStudio/physically-based-and-unified-volumetric-rendering-in-frostbite and here: https://www.slideshare.net/BenjaminGlatzel/volumetric-lighting-for-many-lights-in-lords-of-the-fallen

The second is one of the basis for modern techniques, the first has plenty of previous citations and links as well as a solid presentation

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2nd paper is based on my choice, "Real-time Volumetric Lighting in Participating Media".

@Vilem Otte Can you help me on this, sir? Cos you explain things very clearly. I really appreciate anything you have to say.

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Recently I've implemented Volumetric Fog effect based on 

  • Volumetric fog: Unified, compute shader based solution to atmospheric scattering – Bart Wronski at Siggraph 2014 (link)
  • Physically Based and Unified Volumetric Rendering in Frostbite – Sebastien Hillaire at Siggraph 2015 (link)

Here you can find a blog post with some implementation notes and tips: https://flaxengine.com/blog/flax-facts-14-volumetric-fog/

Volumetric Fog

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