Links of sky rendering and atmospheric scattering for CG
About
- CG 向けの空の描画・大気散乱に関するリンク集です.
Games (ゲーム)
Sky models in games
- Onimusha3(2003) : Nishita(1993) model
- CryEngine2(2006) : Nishita(1993) model
- SimCity : Perez sky model (ペレス)
- Halo3 : Bruneton sky model
- Far Cry 3 : CIE clear sky model
- Far Cry 4 : Bruneton (ブルネット) sky model, Preetham (プリーザム) sun model.
- Destiny : Simple sky model modified for artists control
- Unreal Engine 4 : Bruneton sky model
- Unity 5.3.x : Nishita(1993) model
- BlackSmith Demo at Unity : Nishita model with LUT
- The Order 1886 R&D : Hosek-Wilkie 2012,2013 (ホーセック ウィルキー)
- FrostBite 2015 : Oskar Elek 2009 (オスカー エレク)
Links
- Onimusha3 @ PS2. SIGGRAPH 2003. (In Japanese)
- "Real-time Atmospheric Effects in Games". Crytek. SIGGRAPH 2006.
- "Real-time Atmospheric Effects in Games Revisited". Crytek. GDC 2007
- "Lighting Research at Bungie" Hao Chen, Natalya Tatarchuk. SIGGRAPH 2008.
- "Calibrating Lighting and Materials in Far Cry 3" SIGGRAPH 2012.
- SimCity "From AAA to Indie: Graphics R & D". Andew Willmott. 2013.
- "The Rendering Technologies of Crysis 3" GDC 2013
- "Shining the Light on Crysis 3" GDCE 2013
- "Assassin's Creed 4: Black Flag Road to next-gen graphics" GDC 2014
- "Atmospheric scattering and “volumetric fog” algorithm" 2012
- "Moving the Heavens: An Artistic and Technical Look at the Skies of The Last of Us" Naughty Dog. GDC 2014.
- "Rendering the World of Far Cry 4" GDC 2014
- "Applied Graphics Research for Games" by Natalya Tatarchuk at Bungie. I3D2015
- "ATMOSPHERIC SCATTERING IN THE BLACKSMITH" 2015
- "Advanced Lighting R&D at Ready At Dawn Studios" SIGGRAPH 2015
- "Towards Unified and Physically-Based Volumetric Lighting in Frostbite" SIGGRAPH 2015
Papers (論文)
- !!! "Display of the Earth Taking into Account Atmospheric Scattering." Nishita. SIGGRAPH 1993
- "Display Method of the Sky Color Taking into Account Multiple Scattering" Nishita. 2000.
- !!! "A Practical Analytic Model for Daylight". Preetham. 1999.
- !!! "A Critical Review of the Preetham Skylight Model" 2007.
- "Efficient Spherical Harmonics Lighting with the Preetham Skylight Model" 2008
- !!! "Precomputed Atmospheric Scattering" Eric Bruneton. 2008.
- "A Physically-Based Nightsky Model" Jensen. SIGGRAPH 2001.
- Deferred Atmospheric Scattering Master Thesis
Hosek-Wilkie
Oskar Elek
- "Rendering Parametrizable Planetary Atmospheres with Multiple Scattering in Real-Time" Oskar Elek. 2009
Realtime (リアルタイム)
- !!! "Atmospheric Scattering" scratch pixel
- "Volume Rendering for Artists" scratch pixel
- "Rendering Outdoor Light Scattering Real TimeRendering Outdoor Light Scattering" Naty Hoffman. ATI. GDC 2002
- "Accurate Atmospheric Scattering" Sean O'Neil. GPU Gems2. 2005.
- "High Performance Outdoor Light Scattering using Epipolar Sampling" Egor Yusov. 2013
- GDC 2013 : http://gdcvault.com/play/1018227/Practical-Implementation-of-Light-Scattering
- Sample : https://software.intel.com/en-us/blogs/2013/06/26/outdoor-light-scattering-sample
- PDF : http://software.intel.com/sites/default/files/blog/473591/outdoor-light-scattering-update.pdf
- GPU Pro5 : http://www.crcpress.com/product/isbn/9781482208634
- "Dynamic Sky Dome" by Confetti. GDC2011
- In Paxis
- Amtmosphere Scattering : http://reset-game.net/?p=284
- Lighting : http://reset-game.net/?p=219
- Sky / Atmospheric Rendering
- "Lighting the City of Glass" Mirror's Edge GDC 2016
Renderer
- RenderMan Daylight shader and PxrEnvDayLight
- V-Ray Sun and Sky( Preetham, CIE Clear, CIE Overcast)
- Maxwell Renderer
God ray, light shafts
- Links for "Volumetric light scattering"
- "Volumetric Lighting for Many Lights in Lords of the Fallen"
- "Volumetric Light Effects in Killzone Shadow Fall" GPU Pro 5
- "Taking Killzone Shadow Fall Image Quality Into The Next Generation" GDC 2014
- "Agni's Philosophy" SGEXOC 2012
- "Volume Light" NVidia DX10 SDK
- "Volumetric Light Scattering as a Post-Process" GPU Gems 3. 2007.
- "Real-time Volumetric Lighting in Participating Media" Eurographics 2009.
- "Light Shafts" GDC 2004