Monthly Archives: April 2012
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.
I have added a new post-processing effect that approximates light scattering on the sunlight according to this GPU Gems 3 article. It required a minor coding on the engine, I have introduced two new built-in shader parameters: sun screen-space position to use in the calculation, and a term that gradually scales down the ray effect when the camera is not turned towards the sun. The process itself has been implemented in the postprocessing shader of the deferred chain, that made implementing it easy because all required data is available at this point of the rendering.
Here are some pictures about the result.
I have made dynamic sunlight and shadow support wired to the UI, so the sun position can be controlled interactively. The engine calculates the sun position by using azimuth and elevation as parameters. Sun and fog color is adjusted according to the elevation by using a color gradient generated with GIMP. The result can be seen here: