Rendering atmospheric scattering
[method]
- Nishita: based on Nishita's algorithm and ported to GPU
- Time of day: use code ray-mmd skybox
- Time of night: use code ray-mmd skybox
[Nishita]
[Ray-MMD]
[reference]
- [Nishita93] Nishita, 1993, "Display of the Earth Taking into account Atmospheric Scattering"
- [ScratchPixel] Simulating the Colors of the Sky, https://www.scratchapixel.com/lessons/procedural-generation-virtual-worlds/simulating-sky
- [Shuler12] Shuler, 2012, "An Approximation to the Chapman GrazingIncidence Function for Atmospheric Scattering"
- [Hillaire16] Sebastien Hillaire, 2016, Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite
- [Gustav14] Gustav Bodare, 2014, Efficient and Dynamic Atmospheric Scattering
- [Preethama99] S Preetham, 1999, A Practical Analytic Model for Daylight
[sources]
- [Ray-MMD] https://github.com/ray-cast/ray-mmd/
- [Sky-Particles-Shader] https://github.com/Tw1ddle/Sky-Particles-Shader
[Note]
- Nishita method examples: https://bensimonds.com/2014/10/02/atmospheric-rendering-with-osl/
- Ray parameter examples: https://github.com/gaj-cg/ray-mmd-docs-ja/wiki/7_1_スカイボックス
- Playground: https://hexadrive.jp/hexablog-mae/wp-content/uploads/2016/06/20160616_sample.html