Implementation attempts of atmosphere simulation techniques.
By modifying the values, special effects can be achieved:
- Nishita et al. (1993) - Display of the Earth Taking into Account Atmospheric Scattering
- Scratchapixel - Simulating the Colors of the Sky
- Lopes et al. (2014) - Atmospheric Scattering - State of the Art
- O'Neil/GPU Gems 2 - Accurate Atmospheric Scattering
- Bruneton et al. (2008) - Precomputed Atmospheric Scattering
- Andrew Schneider (Guerilla Games, 2017) - Real-Time Volumetric Cloudscapes: presentation notes, video, in Horizon Zero Dawn
- Fong et al. (2017) - Production Volume Rendering
- Sebastien Hillaire (2016) - Physically Based Sky, Atmosphere & Cloud Rendering
- Sebastien Hillaire (2020) - A Scalable and Production Ready Sky and Atmosphere Rendering Technique (code)