Wednesday, July 9, 2008

GPU Crysis Atmospheric scattering

Previously, i used ONeil atmospheric scattering from GPU Gems II to update a sky texture like Crytek did for Crysis. But they used nishita 93 model ( ONeil's code add optimisations and trade-off speed / flexibility / quality ). A few weeks ago, I made a shader that build this "sky texture" based on nishita93. There is two methods, the first one just compute all nasty integral and the other one use a precomputed texture to speed up thing at the cost of loosing some quality when sun is near horizon.

Source DX10 : Sky2008

left : first method, right : second one

Playing with parameters :

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