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# Questions tagged [volumetric-scattering]

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### Volume Scattering Rays Clipping when camera is close to them

When my camera gets inside the volume it clips and disappears, i am guessing it has to do something with the clipping but i can't seem to find a setting that will fix it, i changed the camera near ...
1 vote
38 views

### Sampling scattering direction around directions other than the last ray direction

In a path tracer, if we want to sample a ray direction in scattering medium, we can use phase function sampling, which actually use the direction of the ray before sampling as a sort of anchor to ...
• 1,142
47 views

### How to properly use scattering coefficient during volumetric path tracing?

The increased radiance during sampling is known by: $$L_s = L_e + \sigma_s \int p(w, w')f_p(w, w')dw'$$ The latter part, which accounts for in-scattering radiance bears a $\sigma_s$ in it. The ...
• 1,142
95 views

### Numerically integratable fog volume feathering along a ray

I haven't been able to come up with a good solution for this myself, so I thought I'd ask if anyone else has any good ideas on how to approach this problem. Here's more or less what I'm trying to do ...
1 vote
59 views

### Term confusion about volume scattering

We have two different terms, for example, let's talk about scattering only. Scattering coefficient Scattering cross-section These two terms are supposed to have different physical meaning. I read it ...
• 1,142
182 views

### (Lorenz-)Mie phase function instead of Henyey-Greenstein?

Is it practical to implement the Lorenz-Mie(LM) phase function in a renderer ? $p(\cos\theta)=\frac{|S_1(\theta)|^2+|S_2(\theta)|^2}{4\pi\sum_{n=1}^\infty (2n+1)(|a_n|^2+|b_n|^2)}$ I'll spare you the ...
• 33
153 views

### Error in equation 2.1. in Ray Tracing Volume Densities

I am reading through Kajiya - Ray Tracing Volume Densities paper. And I've already got stuck into section 2. I wonder if there's a mistake in that equation. I'll quote the relevant bit The quantity ...
• 566
770 views

### GLSL Debugging Volumetric light

I'm implementing basic volumetric lighting using deferred shading (gbuffer + render to screen quad) and basic shadow mapping. So, I am sending the position texture and shadow map to a separate shader,...
• 101
435 views

### Volumetric integration in Frostbite

In their presentation at SIGGRAPH 2015 Electronic Arts presented method of volumetric rendering using 3D texture aligned with view frustum. This technique needs two steps: Injection of color and ...
• 2,169
849 views

### Using Monte carlo on Rayleigh scattering

Update I am editing and posting this question in a different way; this time from the point of view of Nishita paper. Sunlight gets scattered at P and attenuated before reaching Pv. Therefore ...
• 740
835 views

### Volume Rendering: Implementation

Can somebody explain how to implement volume rendering and scattering? I've been told that this is the easiest and most effective method to render things like smoke, milk and fog. Scratchapixel has ...
• 2,521
2k views

### Volume Rendering (Path Tracing & Real-Time)

I have a few doubts and questions regarding volume rendering, I was hoping someone here could help me understand. I commonly hear the terms 'Ray-Marching' & 'Volume Rendering' being used together ...
• 2,521