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
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