# Tag Info

Accepted

### Full Monte-Carlo Volumetric Scattering

First of all, a good reference for Monte Carlo path tracing in participating media is these course notes from Steve Marschner. The way I like to think about volume scattering is that a photon ...
• 25k
Accepted

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

Ray marching is a ray tracing method where you take multiple steps along a ray to find intersection with geometry or to perform integration of in-scattered light from participating media (fog, clouds, ...
• 3,636
Accepted

### Volumetric integration in Frostbite

What is wrong with it seems to be explained on the next two slides: it leads to non-energy-conserving results, where the apparent brightness of the volume changes depending on the scattering ...
• 25k
Accepted

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

It's almost never a problem of computational costs, it's a matter of how well a function works in a Monte Carlo scenario. Ie. how well it can be importance sampled. That generally leads to how well it ...
• 302
1 vote
Accepted

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

I think I got the answer via extensive numerical simulation. The result of the simulation is not listed here, so if you need it then you can comment to let me know. Ok, I think I've derived the ...
• 837
1 vote

### Numerically integratable fog volume feathering along a ray

The value of an integration is the area under the curve between the limits of integration. Since the density of the fog is constantly increasing starting at zero until it reaches the density of the ...
• 3,219
1 vote
Accepted

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

I believe your suspicion is correct,otherwise dimensions won't match.
1 vote

### GLSL Debugging Volumetric light

This question is a bit too broad to answer, but I'll try. Right now you have a screenshot and you are not really sure whether it's correct or not, and if it turns out it is not, it will be difficult ...
• 4,420
1 vote

### Using Monte carlo on Rayleigh scattering

For sampling a uniform volume you use the mean free path of a photon: float dt = -logf(1.0f - Xi) / uT; where: Xi is a random variable in [0, 1] uT is the ...
• 11
1 vote

### Volume Rendering: Implementation

For your first question, the basic process should be (simplified version): ...
• 837

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