On Sun, 19 Feb 2006 23:57:14 +0100, Vesa Meskanen <[EMAIL PROTECTED]>
wrote:
Hello,
You say _brute-force_. Are there other methods that can be used? I know
the game industry is looking into approaches made available with DX10.
Then again, not sure if it deals with selfshadowing or "just simple"
volumetrics, haven't really looked into it.
I guess if you have any knowledge - in advance - of the nature of the
fog, you can save majority of the computations. For example, if the fog
is so thick that rays penetrate only a fraction of the average
thickness, the approach of stepping into the volume until some limit
value is reached is much quicker. And there's no limit how much you
can 'fake' or precompute an effect. The more parameters you fix, the
quicker it gets. The final limit is a pre-rendered image, which can be
shown instantaneously:)
Best regards,
Vesa
Hi Vesa, list,
Would that be possible in V5 VSL already? 'Smart volume sampling', I like
the sound of it ;)
Thanks for going into this & happy clouds,
Mark Heuymans