Selinux24 / Skirmish

Game and prototypes with SharpDX and Directx 11
MIT License
50 stars 4 forks source link

SKYDOM VS FOG - ATMOSPHERIC SCATTERING #37

Closed Selinux24 closed 7 years ago

Selinux24 commented 9 years ago

When rendenring sky domes with fogging enabled, the fog pops at the far plane distance, because fog color is constant.

Selinux24 commented 8 years ago

http://www2.imm.dtu.dk/pubdb/views/edoc_download.php/2554/pdf/imm2554.pdf

http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter16.html

http://www.scratchapixel.com/old/lessons/3d-advanced-lessons/simulating-the-colors-of-the-sky/atmospheric-scattering/

http://www.gamasutra.com/blogs/BartlomiejWronski/20141208/226295/Atmospheric_scattering_and_volumetric_fog_algorithm__part_1.php

http://hyperphysics.phy-astr.gsu.edu/hbase/atmos/blusky.html

Selinux24 commented 8 years ago

http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter16.html

Selinux24 commented 7 years ago

First sky scattering class: acb1dc064ad31eff8dd6f4c59807471be0178f06

No fog implementation

Selinux24 commented 7 years ago

6e55e7b14cb23c17a87c4d5a2a6f5932ffd9123e