Reader small image

You're reading from  Mastering Graphics Programming with Vulkan

Product typeBook
Published inFeb 2023
PublisherPackt
ISBN-139781803244792
Edition1st Edition
Right arrow
Authors (2):
Marco Castorina
Marco Castorina
author image
Marco Castorina

Marco Castorina first got familiar with Vulkan while working as a driver developer at Samsung. Later he developed a 2D and 3D renderer in Vulkan from scratch for a leading media-server company. He recently joined the games graphics performance team at AMD. In his spare time, he keeps up to date with the latest techniques in real-time graphics.
Read more about Marco Castorina

Gabriel Sassone
Gabriel Sassone
author image
Gabriel Sassone

Gabriel Sassone is a rendering enthusiast currently working as a Principal Rendering Engineer at Multiplayer Group. Previously working for Avalanche Studios, where his first contact with Vulkan happened, where they developed the Vulkan layer for the proprietary Apex Engine and its Google Stadia Port. He previously worked at ReadyAtDawn, Codemasters, FrameStudios, and some non-gaming tech companies. His spare time is filled with music and rendering, gaming, and outdoor activities.
Read more about Gabriel Sassone

View More author details
Right arrow

Introducing Volumetric Fog Rendering

What exactly is Volumetric Fog Rendering? As the name suggests, it is the combination of Volumetric Rendering and the fog phenomena. We will now give some background on those components and see how they are combined in the final technique.

Let’s begin with Volumetric Rendering.

Volumetric Rendering

This rendering technique describes the visuals associated with what happens to light when it travels through a participating medium. A participating medium is a volume that contains local changes to density or albedo.

The following diagram summarizes what happens to photons in a participating medium:

Figure 10.2 – Light behavior in a participating medium

Figure 10.2 – Light behavior in a participating medium

What we are trying to describe is how light changes when going through a participating medium, namely a fog volume (or clouds or atmospheric scattering).

There are three main phenomena that happen, as follows:

  • Absorption: This happens...
lock icon
The rest of the page is locked
Previous PageNext Page
You have been reading a chapter from
Mastering Graphics Programming with Vulkan
Published in: Feb 2023Publisher: PacktISBN-13: 9781803244792

Authors (2)

author image
Marco Castorina

Marco Castorina first got familiar with Vulkan while working as a driver developer at Samsung. Later he developed a 2D and 3D renderer in Vulkan from scratch for a leading media-server company. He recently joined the games graphics performance team at AMD. In his spare time, he keeps up to date with the latest techniques in real-time graphics.
Read more about Marco Castorina

author image
Gabriel Sassone

Gabriel Sassone is a rendering enthusiast currently working as a Principal Rendering Engineer at Multiplayer Group. Previously working for Avalanche Studios, where his first contact with Vulkan happened, where they developed the Vulkan layer for the proprietary Apex Engine and its Google Stadia Port. He previously worked at ReadyAtDawn, Codemasters, FrameStudios, and some non-gaming tech companies. His spare time is filled with music and rendering, gaming, and outdoor activities.
Read more about Gabriel Sassone