Chapter 16. Accurate Atmospheric Scattering

Sean O’Neil

Introduction

Generating realistic atmospheric scattering for computer graphics has always been a difficult problem, but it is very important for rendering realistic outdoor environments. The equations that describe atmospheric scattering are so complex that entire books have been dedicated to the subject. Computer graphics models generally use simplified equations, and very few of them run at interactive frame rates. This chapter explains how to implement a real-time atmospheric scattering algorithm entirely on the GPU using the methods described in Nishita et al. 1993. Figure 16-1 shows screenshots from the scattering demo included on this book’s CD.

Figure 16-1. Screenshots from the Scattering ...

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