You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.

close

The Number One Educational Resource for the Game Industry

Session Name: Practical Implementation of Light Scattering Effects Using Epipolar Sampling and 1D Min/Max Binary Trees
Speaker(s): Egor Yusov
Company Name(s): Intel
Track / Format: Programming

Did you know free users get access to 30% of content from the last 2 years?


Get your team full access to the most up to date GDC content

Overview: Rendering crepuscular rays greatly enhances the realism of virtual scenes, and thus has always been a desired feature for game engines. Due to the complexity of the computations involved, achieving natural-looking scattering effects at a high performance is challenging. This talk describes a practical implementation of light scattering effects in a participating medium. The technique combines epipolar sampling with 1D min/max binary trees and exploits a new, simple, and efficient semi-analytical solution to a scattering integral due to a point light source. The technique has a number of parameters that allow trade quality for performance, which makes it suitable for a wide range of hardware.

GDC 2013

Egor Yusov

Intel

free content

Programming

Programming