-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathindex.html
161 lines (136 loc) · 6.58 KB
/
index.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
<!DOCTYPE html>
<html lang="en">
<head>
<!-- THIS PAGE IS BUILT WITH SKELETON: http://getskeleton.com/
–––––––––––––––––––––––––––––––––––––––––––––––––– -->
<!-- Basic Page Needs
–––––––––––––––––––––––––––––––––––––––––––––––––– -->
<meta charset="utf-8">
<title>Volumetrics</title>
<!-- Mobile Specific Metas
–––––––––––––––––––––––––––––––––––––––––––––––––– -->
<meta name="viewport" content="width=device-width, initial-scale=1">
<!-- CSS
–––––––––––––––––––––––––––––––––––––––––––––––––– -->
<link rel="stylesheet" href="css/normalize.css">
<link rel="stylesheet" href="css/skeleton.css">
<link rel="stylesheet" href="css/custom.css">
</head>
<body>
<!-- Primary Page Layout
–––––––––––––––––––––––––––––––––––––––––––––––––– -->
<div class="index-container">
<section class="header">
<div class="row">
<div class="twelve columns">
<h2 align="left">Basic Volumetric Rendering</h2>
</div>
</div>
</section>
<!-- Volumetric rendering workshop
–––––––––––––––––––––––––––––––––––––––––––––––––– -->
<section class="post" id="about">
<h5>Graphics Programming Conference 2024</h5>
</section>
<!-- Projects
–––––––––––––––––––––––––––––––––––––––––––––––––– -->
<section class="sections" id="online">
<h5 align="left">Clouds</h5>
<div class="twelve columns">
<div class="six columns in-twos project">
<img class="img u-max-full-width" src="images/thumbnails/referenceThumbnail.jpg">
<a href="sections/cloudReference/">
<span>
<p>Cloud Reference</p>
</span>
</a>
</div>
<div class="six columns in-twos project">
<img class="img u-max-full-width" src="images/thumbnails/cloudThumbnail.jpg">
<a href="sections/cloud/">
<span>
<p>Clouds</p>
</span>
</a>
</div>
</div>
<h5 align="left">Atmosphere</h5>
<div class="twelve columns">
<div class="six columns in-twos project">
<img class="img u-max-full-width" src="images/thumbnails/atmosphereReferenceThumbnail.jpg">
<a href="sections/atmosphereReference/">
<span>
<p>Atmosphere Reference</p>
</span>
</a>
</div>
<div class="six columns in-twos project">
<img class="img u-max-full-width" src="images/thumbnails/atmosphereThumbnail.jpg">
<a href="sections/atmosphere/">
<span>
<p>Atmosphere</p>
</span>
</a>
</div>
</div>
</section>
<section class="post">
<h5>Literature and Further Reading</h5>
<p>The following material has been used in the creation of this workshop. The works below go into greather depth
on volume rendering for both real-time and offline applications.</p>
<ol id="ref">
<li>"Real-Time Volumetric Cloudscapes", Andrew Schneider, GPU Pro 7</li>
<li>"The Real-Time Volumetric Cloudscapes of Horizon Zero Dawn", Guerrilla Games <a
href="https://www.guerrilla-games.com/read/the-real-time-volumetric-cloudscapes-of-horizon-zero-dawn">[link]</a>
</li>
<li>"Nubis: Realtime Volumetric Cloudscapes In A Nutshell", Guerrilla Games <a
href="https://www.guerrilla-games.com/read/nubis-realtime-volumetric-cloudscapes-in-a-nutshell">[link]</a>
</li>
<li>"Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite", Sébastien Hillaire <a
href="https://www.ea.com/frostbite/news/physically-based-sky-atmosphere-and-cloud-rendering">[link]</a>
</li>
<li>"Physically Based and Scalable Atmospheres in Unreal Engine", Sébastien Hillaire <a
href="https://blog.selfshadow.com/publications/s2020-shading-course/hillaire/s2020_pbs_hillaire_slides.pdf">[link]</a>
</li>
<li>"Volume Scattering", Chapter 11 of "<i>Physically Based Rendering: From Theory to Implementation (4th
edition)</i>"
<a href="https://www.pbr-book.org/4ed/Volume_Scattering">[link]</a>
</li>
<li>"Light Transport in Participating Media", Chapter 4 of "<i>Efficient Monte Carlo Methods for Light Transport
in Scattering Media</i>", Wojciech Jarosz <a
href="https://cs.dartmouth.edu/~wjarosz/publications/dissertation/chapter4.pdf">[link]</a>
</li>
<li>"Real-time rendering of volumetric clouds", Fredrik Haggström <a
href="http://www.diva-portal.org/smash/get/diva2:1223894/FULLTEXT01.pdf">[link]</a>
</li>
<li>"Oz: The Great and Volumetric", Magnus Wrenninge et al. <a
href="https://fpsunflower.github.io/ckulla/data/oz_volumes.pdf">[link]</a>
</li>
<li>"Ray Marching Fog With Blue Noise", Alan Wolfe <a
href="https://blog.demofox.org/2020/05/10/ray-marching-fog-with-blue-noise/">[link]</a>
</li>
<li>"Animating Noise For Integration Over Time", Alan Wolfe <a
href="https://blog.demofox.org/2017/10/31/animating-noise-for-integration-over-time/">[link]</a>
</li>
<li>"Creating a Volumetric Ray Marcher", Ryan Brucks <a
href="https://shaderbits.com/blog/creating-volumetric-ray-marcher">[link]</a>
</li>
<li>"Real-Time Volumetric Rendering", Benoit Mayaux <a
href="https://patapom.com/topics/Revision2013/Revision%202013%20-%20Real-time%20Volumetric%20Rendering%20Course%20Notes.pdf">[link]</a>
</li>
<li>"Volume Rendering", Scratchapixel <a
href="https://www.scratchapixel.com/lessons/3d-basic-rendering/volume-rendering-for-developers/intro-volume-rendering.html">[link]</a>
</li>
<li>"Intro to rendering of animated volumetric models in Breda", Rosalie de Winther <a
href="https://blog.traverseresearch.nl/intro-to-rendering-of-animated-volumetric-models-in-breda-6e942466e6df">[link]</a>
</li>
<li>"Volume Rendering", University of Tartu course material <a
href="https://cglearn.eu/pub/advanced-computer-graphics/volumetric-rendering">[link]</a>
</li>
</ol>
</section>
</div>
<!-- End Document
–––––––––––––––––––––––––––––––––––––––––––––––––– -->
</body>
</html>