Implement real-time volumetric light on the CPU #23
Labels
enhancement
New feature or request
Low priority
No rush to have this done, because other things are more urgent.
Realism
By extruding convex shapes generated from the shadow casting models, layers of light bounds can be drawn efficiently.
"Deep particles" would be a first step to drawing volumes using the depth buffer, by just fading based on collision with the background. Saturated additive effects would also remove the need for depth sorting.
The text was updated successfully, but these errors were encountered: