Adventures in Deferred Rendering: Volumetric Lighting

Volumetric lighting is typically driven by a single-phase function that determines how much of the total scattered light is scattered toward the camera. The angle between the incoming light direction and the vector from our camera to the world space position of a given fragment is what primarily drives the Mie-scattering phase function. Implementing a … Continue reading Adventures in Deferred Rendering: Volumetric Lighting

Percentage-Closer Soft Shadows

I've implemented a few shadow mappers, and so far, percentage-closer soft shadows (PCSS) was my favorite one to get up and running. It is a great illustration of Poisson disk sampling, and the contact hardening that is characteristic of the technique makes for compelling spatial relationship information. For comparison's sake, here's what I did for … Continue reading Percentage-Closer Soft Shadows