Question about particle volumetric rendering in Krakatoa

Practical and theoretical implementation discussion.
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shiqiu1105
Posts: 138
Joined: Sun May 27, 2012 4:42 pm

Question about particle volumetric rendering in Krakatoa

Post by shiqiu1105 » Sun Dec 07, 2014 5:35 am

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/

citadel
Posts: 21
Joined: Fri Oct 17, 2014 4:19 am

Re: Question about particle volumetric rendering in Krakatoa

Post by citadel » Thu Jan 22, 2015 5:44 pm

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.
snapshot_linear_gamma_0.663934_maximum_2.21107_minimum_0.png
snapshot_linear_gamma_0.663934_maximum_2.21107_minimum_0.png (52.27 KiB) Viewed 3571 times
A seemingly limitation is that the shadow map has a very limited solid angle w.r.t. the light source.

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