-
A. Schneider, "Real-Time Volumetric Cloudscapes," in GPU Pro 7: Advanced Rendering Techniques, 2016, pp. 97-127. (Follow up presentations here, and here.)
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S. Hillaire, "Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite" in Physically Based Shading in Theory and Practice course, SIGGRAPH 2016. [video] [course notes] [scatter integral shadertoy]
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[R. Högfeldt, "Convincing Cloud Rendering – An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite"](https://odr.chalmers.se/hand
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#include<dbghelp.h> | |
void getStackTrace(char *funcName,int *lineNumber) | |
{ | |
unsigned int i; | |
void * stack[ 100 ]; | |
unsigned short frames; | |
SYMBOL_INFO * symbol; |
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V = sphere.center - cone.apex_location | |
a = V * cone.direction_normal | |
b = a * cone.tan | |
c = sqrt( V*V - a*a ) | |
d = c - b | |
e = d * cone.cos | |
now if ( e >= sphere.radius ) , cull the sphere | |
else if ( e <=-sphere.radius ) , totally include the sphere | |
else the sphere is partially included. |