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Mastering Graphics Programming with Vulkan

You're reading from  Mastering Graphics Programming with Vulkan

Product type Book
Published in Feb 2023
Publisher Packt
ISBN-13 9781803244792
Pages 382 pages
Edition 1st Edition
Languages
Authors (2):
Marco Castorina Marco Castorina
Profile icon Marco Castorina
Gabriel Sassone Gabriel Sassone
Profile icon Gabriel Sassone
View More author details

Table of Contents (21) Chapters

Preface 1. Part 1: Foundations of a Modern Rendering Engine
2. Chapter 1: Introducing the Raptor Engine and Hydra 3. Chapter 2: Improving Resources Management 4. Chapter 3: Unlocking Multi-Threading 5. Chapter 4: Implementing a Frame Graph 6. Chapter 5: Unlocking Async Compute 7. Part 2: GPU-Driven Rendering
8. Chapter 6: GPU-Driven Rendering 9. Chapter 7: Rendering Many Lights with Clustered Deferred Rendering 10. Chapter 8: Adding Shadows Using Mesh Shaders 11. Chapter 9: Implementing Variable Rate Shading 12. Chapter 10: Adding Volumetric Fog 13. Part 3: Advanced Rendering Techniques
14. Chapter 11: Temporal Anti-Aliasing 15. Chapter 12: Getting Started with Ray Tracing 16. Chapter 13: Revisiting Shadows with Ray Tracing 17. Chapter 14: Adding Dynamic Diffuse Global Illumination with Ray Tracing 18. Chapter 15: Adding Reflections with Ray Tracing 19. Index 20. Other Books You May Enjoy

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...
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