GDC 2007

Real-time Atmospheric Effects in Games Revisited

Wenzel, C. – March 05, 2007

Real-time Atmospheric Effects in Games Revisited

Synopsis: As a follow up to "Real-time Atmospheric Effects in Games" from SIGGRAPG 2006 this presentation expands the catalogue of atmospheric effects implemented in CryEngine2 (Distance Clouds & Underwater Light Transport for Ocean Shading). Additionally, it provides solutions to issues typically encountered with deferred rendering approaches.