An implementation of Rayleigh and Mie Scattering
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Updated
May 13, 2020 - GLSL
An implementation of Rayleigh and Mie Scattering
A game engine with scene graph using OpenGL 3.3 core profile with LWJGL
Bachelor thesis at FIT VUT
Bachelor Project: Dynamic cloud and atmospheric rendering
Atmospheric simulations
pyRTE-RRTMGP provides a Python interface to the RTE+RRTMGP Fortran software package
Sky Brightness Model (Rayleigh and Mie Scattering) [Experimental!]
A project where I try to implement realistic atmospheric scattering.
Created for my Software Design and Development Major Project in Year 12
Atmospheric scatter model from Brian Harding's Ph.D. thesis
3D Earth with exaggerated terrain, accurate atmospheric scattering, and animated clouds and auroras
A showcase of Atmospheric scattering effect using Vulkan pipeline built from scratch
OpenGL 4 PBR engine
GPU-accelerated atmospheric ice crystal halo simulator
3D scene with a model of the Solar System
Your next space adventure awaits in the web browser! CosmosJourneyer is an open-source procedural universe with seamless transitions between space and planet surfaces that makes space exploration accessible for everyone.
Precomputed Atmospheric Scattering for unity
This project is a DirectX 11 port of the new implementation of the Precomputed Atmospheric Scattering paper by Bruneton and Neyret.
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