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Practical Implementation of Light Scattering Effects Using Epipolar Sampling and 1D Min/Max Binary Trees
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.
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