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Doom 3 – Volumetric Glow (GAT #33)

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Source: https://simonschreibt.de/gat/doom-3-volumetric-glow/ Author: Simon Schreibt. Captured 2026-10-16.

Terminology (Simon’s usage)

  • Glare: too bright, loses sharpness; gone when source not seen directly.
  • Haze: lit fog; visible even without seeing source.
  • Lens flare: camera lens imperfections.
  • Doom 3 light aura behaves like mild haze but disappears without direct sight (glare-like). Materials call them “flare”.

Alternatives Simon listed

  1. Fullscreen bloom blur — memory, automatic scale with visible area.
  2. Hand-placed glow planes — stays without LOS (haze); artist cost.
  3. Big camera-facing sprite — poor for rectangular Doom 3 light areas.

Observed technique

  • Artist places a polygon/quad + predefined material (e.g. desk lamp).
  • Runtime folds/unfolds a (likely vertex-colored) mesh for volumetric look—wireframe shows expanded silhouette.
  • Drawn only when facing the light; fades with angle (suspected vertex color).
  • Artifacts: aura “moves” when walking near; cuts wall with rotating feel (planes not hand-placed fixed).

Community theory

  • Recycle silhouette/extrusion ideas related to Doom 3 shadow volumes: screen-space expand edges, extra corner verts for rounding; convex light surfaces.
  • Reimplementations: Yzer, Hollowdilnik, WebGL (michaeldll), Unity DoomGlow variants.

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