Viaron said:
Sytner said:
Thanks
I can post some of the papers/lessons I used to do the more advanced lighting effects if that's of any interest.
Oh you know it is. :heart:
Ok, apologies that this is just a bit of an info dump but here goes. The atmospheric scattering is based on this paper:
http://www-ljk.imag.fr/Publications/Basilic/com.lmc.publi.PUBLI_Article@11e7cdda2f7_f64b69/article.pdf
I recolour the inscattering tables using the SWG gradient textures depending on the ratio of the Rayleigh and Mie scattering coefficients in the original table values.
To do the raytracing over the terrain (for light shafts, shadowing etc) in real time, I applied the scattering as a post process and used epipolar sampling:
http://www.vis.uni-stuttgart.de/~dachsbcn/download/espmss10.pdf
Shadows are just a fairly standard cascaded shadow maps implementation:
http://developer.download.nvidia.com/SDK/10.5/opengl/src/cascaded_shadow_maps/doc/cascaded_shadow_maps.pdf
Terrain LOD is done with a variation of CDLOD which is changed to use hardware tessselation:
http://www.vertexasylum.com/downloads/cdlod/cdlod_latest.pdf
This lecture series is great for understanding the stuff in the first papers, if a little dry:
https://www.youtube.com/watch?v=k9Nz2z1jTFQ&list=PLslgisHe5tBPckSYyKoU3jEA4bqiFmNBJ