Summary
In this chapter, we introduced the Volumetric Fog rendering technique. We provided a brief mathematical background and algorithmic overview before showing the code. We also showed the different techniques available to improve banding – a vast topic that requires a careful balance of noise and temporal reprojection.
The algorithm presented is also an almost complete implementation that can be found behind many commercial games. We also talked about filtering, especially the temporal filter, which is linked to the next chapter, where we will talk about an anti-aliasing technique that uses temporal reprojection.
In the next chapter, we will see how the synergy between Temporal Anti-Aliasing and noises used to jitter the sampling in Volumetric Fog will ease out the visual bandings. We will also show a feasible way to generate custom textures with a single-use compute shader used to generate a volumetric noise.
This technique is also used for other volumetric algorithms...