Horizon - Zero Dawn: http://killzone.dl.playstation.net/killzone/horizonzerodawn/presentations/Siggraph15_Schneider_Real-Time_Volumetric_Cloudscapes_of_Horizon_Zero_Dawn.pdf As far as I understand, this implementation is even crazier than a normal box volume. I would show this one for entire level example. Though I don't…
Hey Demno , your video was really interesting and i decided to install the trial version of houdini and try to recreate your demo with the torus. I got it working, my only problem is the torus gets reppelled from the surface and when i try to increase its density everything just gets way to splashy. Any speacial tweaks you…
I indeed not see. Yeah well, these were just me personal thoughts.Although Thanks for the link and you might be right hehe. Here is an another one about Frostbite and volume ray marching to get volumetric lighting: http://www.frostbite.com/2015/08/physically-based-unified-volumetric-rendering-in-frostbite/ So I'd still say…
Yeah... That's the one I posted. I worked with Seb to create examples for that presentation. Using the clouds above... If you are interested in using Houdini to generate the volumes, check out my GDC talk from this year where I show how to do just that. It's in the GDC Vault and is called VFX Bootcamp: Like a Mace to the…
I'd love to see some examples of raymarched volumes running on this scale! As for papers, check this presentation out: http://www.frostbite.com/2015/08/physically-based-unified-volumetric-rendering-in-frostbite/ On Page 42 you can see one of my early tests for the cloudsetup where we still tried to use volumetric shading.…