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Chapter 13. Volumetric Light Scattering as a Post-Process — Kenny Mitchell

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Summary of full chapter read

Crepuscular rays / god rays as screen-space post-process. Extends Hoffman & Preetham analytic daylight scattering by attenuating sun illumination with estimated occlusion D(θ).

Core idea

Estimate occlusion by sampling along screen-space ray toward light: proportion of samples hitting emissive vs occluders. Additive radial blur of frame toward ScreenLightPos, with Weight, Decay, Density, Exposure controls. SM3 loop; older HW: multipass additive blend + stencil.

Occlusion quality

Occlusion pre-pass (black untextured occluders) → process → composite. Or stencil/alpha sky bit. Or reduce texture contrast via fog/aerial perspective.

Caveats

Shafts can appear in front of near geometry; boundary flicker when occluders exit screen (render overscan); perpendicular sun → infinite screen pos (clamp/fade). Works with translucent sources; multiple lights = successive passes.

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