Screencaps

In this post I will just drop a lot of different interesting/cool/weird (etc) screen shots and videos

 

froxellookup

 

Before & After

A Fog Scene

The following scene shows an interesting comparison between the distance fog and the volumetric fog. The second picture which uses the volumetric fog have more depth to it while the first scene is more flat. The second scene shows clearer from which direction the sun is shining, and does not apply as much fog in areas such as inside the shed or directly behind the stone walls. Volumetric_1_0002_Layer 4 Volumetric_1_0003_Layer 3

 

Shafts in the Tunnels

In this scene you can see how the volumetrics will show shafts of light instead and how local light propagates in the fog. The local light will get slightly diffused due to the volumetrics in the scene.

Volumetric_1_0001_Layer 5

Volumetric_1_0000_Layer 6

 

Magnus Tower Flycam

These two flycam captures shows how much the volumetrics can give in terms of both local lights and volumetric shadows. You can also see that the distance fog works incorrectly against the skydome.

 

 

 

Early Results

This early screencap uses a naive sun ray marching approach with only scattering and without premultiplied alpha. The resulting colours were incorrect due to the addative blending.

This early screencap uses a naive sun ray marching approach with only scattering and without premultiplied alpha. The resulting colours were incorrect due to the addative blending.

 

This was the first time I successfully sampled clustered local lights. What is rendered is the light contribution at the scene depth in each pixel. There were still flickering problems which you can see. (accidental music: Heartland – The The)

 

This is the first successufl results at injecting PM density into the frustum aligned voxel buffer! It reuses local light culling code in order to inject a sphere of smoke. The ray marching is performed in froxel space with one sample per froxel and transmittance integration over each froxel as described in the DICE presentation. (www.slideshare.net/DICEStudio/physically-based-and-unified-volumetric-rendering-in-frostbite)