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
Category: Ray Marching
Adventures in Deferred Rendering: Screen Space Reflections
I intend for this post to be the first in a series of blog posts on techniques that are greatly facilitated by the concept of deferred rendering. The second post in the series will deal with tiled deferred shading, which is one of several possible solutions to the problem of light culling. The third will … Continue reading Adventures in Deferred Rendering: Screen Space Reflections