Skip to Content
GPU Pro 5
book

GPU Pro 5

by Wolfgang Engel
May 2014
Intermediate to advanced
522 pages
16h 1m
English
A K Peters/CRC Press
Content preview from GPU Pro 5
132 II Lighting and Shading
g = 0.0
g = 0.3
g = 0.5
g = 0.7
g = 0.8
0.12
0.06
–180° 180°
Figure 3.6. Henyey-Greenstein phase function result for different values of g.
in the atmosphere that cause the light to scatter, but for practical reasons we use
a constant value for it which can be tweaked by artists.
Then, we calculate the scattering factor f
SF
for a certain view angle as
f
SF
(θ)=f
HG
(θ) · scattering amount. (3.2)
3.3 Low-Resolution Rendering
The straightforward ray-marching approach we use is nice because it’s relatively
simple to implement. However, the drawback is that we need quite a lot of
samples to make it look good. The more samples we take,
Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.
Start your free trial

You might also like

GPU Pro 4

GPU Pro 4

Wolfgang Engel
GPU Pro 7

GPU Pro 7

Wolfgang Engel
GPU Pro 6

GPU Pro 6

Wolfgang Engel
GPU PRO 3

GPU PRO 3

Wolfgang Engel

Publisher Resources

ISBN: 9781482208641