Hi,
I am insterested in how Krakatoa renders the volumetric effect just with particles.
It seems to be splatting particles to the framebuffer directly. But it also does some kind of volume scattering.
Any one know how exactly the algorithm works? Any papers, books, docs on this?
Here's the link to the renderer.
http://www.thinkboxsoftware.com/krak-particle-density/
Question about particle volumetric rendering in Krakatoa
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Re: Question about particle volumetric rendering in Krakatoa
May take a reference to CUDA demo
http://docs.nvidia.com/cuda/samples/5_S ... ticles.pdf
Krakatoa algorithm for pre-integration could be more advanced.
My very preliminary test on first splatting particles to a shadow map for pre-integration (stored to particles),
then splatting them to the framebuffer. I haven't optimized for particle placement so it may not follow the input density well. A seemingly limitation is that the shadow map has a very limited solid angle w.r.t. the light source.
http://docs.nvidia.com/cuda/samples/5_S ... ticles.pdf
Krakatoa algorithm for pre-integration could be more advanced.
My very preliminary test on first splatting particles to a shadow map for pre-integration (stored to particles),
then splatting them to the framebuffer. I haven't optimized for particle placement so it may not follow the input density well. A seemingly limitation is that the shadow map has a very limited solid angle w.r.t. the light source.