Submitted by , posted on 08 November 2000



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Here's a shot of the volumetric fog that I recently implemented in my 3D engine. It's based on arbitrary fog volumes which are set up as a BSP model. Fogmaps are then generated by casting rays from the viewpoint through the BSP tree. The parts of the ray that fall into the solid parts of the BSP tree are found, and their total distance is used with a density scalar to compute how much fog hits a point.

More screenshots and info at http://gollum.flipcode.com



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