Real-Time Volumetric Light Shafts

Lately, I have replaced the recently added screen-space light shaft algorithm with a new one because I was not satisfied with the results. The new method uses ray marching with interleaved sampling of the shadow map to simulate single scattering in participating media in real-time, thus, it produces more realistic results with relatively low cost.

The implementation calculates sample values in a separate pass to a new framebuffer, and then it collects the samples at the light combiner pass. The interleaved sampling is performed using a hand-crafted 8×8 pixel grayscale image containing random pixels with uniform value distribution.

There are some images with the results.

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Posted on April 29, 2012, in 3D programming, Deferred Shading, GLSL, rendering. Bookmark the permalink. 4 Comments.

  1. Egyre jobb lesz! Kéne alá valami játékot készíteni. Hadd lássa a világ!

  2. Oh my god! You’re a master! Awesome job! Compliments!

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