Skip to Content
GPU Pro 6
book

GPU Pro 6

by Wolfgang Engel
July 2015
Intermediate to advanced
586 pages
17h 21m
English
A K Peters/CRC Press
Content preview from GPU Pro 6
4. Real-Time Rendering of Physically Based Clouds Using Precomputed Scattering 161
Figure 4.9. Sample refinement takes cloud transparency into account.
and distance to the cloud to attenuate the light samples along the view ray (please
refer to [Yusov 14b] for more details).
One important missing detail is sample refinement (see [Yusov 14a]), which
needs to account for screen-space cloud transparency. When computing coarse
unoccluded in-scattering, we take the screen-space cloud transparency and dis-
tance to attenuate the current sample. This automatically gives the desired effect
(Figure 4.9) with a minimal increase in performance cost.
4.6 Results
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 5

GPU Pro 5

Wolfgang Engel
GPU Pro 7

GPU Pro 7

Wolfgang Engel
GPU PRO 3

GPU PRO 3

Wolfgang Engel

Publisher Resources

ISBN: 9781482264623