
4. Real-Time Rendering of Physically Based Clouds Using Precomputed Scattering 151
one to store the J
(n)
term, the other to store the current order scattering L
(n)
In
,
and the third to accumulate higher-order scattering. Note that these intermediate
tables cover the entire volume.
Computing every scattering order consists of three steps, as discussed in Sec-
tion 4.3.3. The first step is evaluating the J
(n)
term according to Equation (4.5).
This step is implemented by the shader shown in Listing 4.3.
The first step in this shader, like the prior shaders, retrieves the world-
space parameters from the 4D texture coordinates (lines 3–6). In the next
step,