From 6619ec5ad15cb91ccb7105b923a26e180ac02814 Mon Sep 17 00:00:00 2001
From: anavmehta12 Updated Ray Marching
our light ray. While we march our light ray we accumulate density values along each sample along the ray. We
replace our constant density with our Perlin Noise function and sample at each point for both rays.
Homogenous Fog rendering of ./dae/sky/CBSpheres.dae
+ Heterogenous Fog rendering of ./dae/sky/CBSpheres.dae
+ While Perlin noise are commonly used in generating natural texture, the addition of octaves give clouds the extra furry effect and additional layer of detail and complexity. This method invovles with combining several Perlin @@ -191,18 +201,6 @@
Homogenous Fog rendering of ./dae/sky/CBSpheres.dae
- Heterogenous Fog rendering of ./dae/sky/CBSpheres.dae
- We wanted to create realistic soft light beams through the fog to visualize how light scatters through a @@ -297,6 +295,29 @@
+ + We attempted rayleigh scattering by having blue color exponentially decaying throughout distance, and red color + exponentially increasing throughout distance. This is supposed to give a blue cloud and yellow rays through the + cloud (similar to the sunset), but we are not able to completely incorporate ray marching of the cloud with + recursive + bounces of the original ray tracing mechanism. We have tried dynamically shifting the color of L_out, the emission + of light or material based on the average density from the hit point to the light source and the rayleigh + scattering formula, but more work needs to be done. +
++ We achieved shining a spotlight path, but better light shafts should depend on the varying density of cloud, + leaving shadows and light spots in the scene. We have tried sampling the average density of fog from sample point + to hit point and adjusting attenuation accordingly, but the generation of our cloud is a 2D shell instead of a 3D + volume, which creates discrepancy between light shafts and the density of cloud. +
+