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Question about particle volumetric rendering in Krakatoa

Posted: Sun Dec 07, 2014 5:35 am
by shiqiu1105
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/

Re: Question about particle volumetric rendering in Krakatoa

Posted: Thu Jan 22, 2015 5:44 pm
by citadel
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 3674 times
A seemingly limitation is that the shadow map has a very limited solid angle w.r.t. the light source.