zhugel_007
Newcomer
Hi,
I would like to implement volumetric light.
I have found following methods:
1. shadow map + sampling plane.
(http://ati.amd.com/developer/gdc/mitchell_lightshafts.pdf)
(http://nis-ei.eng.hokudai.ac.jp/~doba/papers/pg00.pdf)
(ShaderX3)
2. ray tracing based
(Nvidia SDK 10.5)
3. image process based
(GPU Gem 3)
(ShaderX6)
But they all have limits:
1. when you go close to the light volume:
- you can see the sampling planes
- framerate goes down quickly
2. slow in large unit
3. light beam disappears if the light goes out of the screen
It seems that only 3 has been used in Farcry2 and Crysis(only in open area). Other methods are not even used in any game. I might be wrong.
Is there any other way to do the volumetric light?
Any suggestion would be appreciated.
I would like to implement volumetric light.
I have found following methods:
1. shadow map + sampling plane.
(http://ati.amd.com/developer/gdc/mitchell_lightshafts.pdf)
(http://nis-ei.eng.hokudai.ac.jp/~doba/papers/pg00.pdf)
(ShaderX3)
2. ray tracing based
(Nvidia SDK 10.5)
3. image process based
(GPU Gem 3)
(ShaderX6)
But they all have limits:
1. when you go close to the light volume:
- you can see the sampling planes
- framerate goes down quickly
2. slow in large unit
3. light beam disappears if the light goes out of the screen
It seems that only 3 has been used in Farcry2 and Crysis(only in open area). Other methods are not even used in any game. I might be wrong.
Is there any other way to do the volumetric light?
Any suggestion would be appreciated.