Hi! technical question, do you happen to know how these “volumetric fogs” are implemented?

Is it some sort of raymarching? SDFs ? Or mahbe rendered mesh in a secondary pass that extraxts the depth from the surface of the volumetric fog from the surface of the objects to compute the color of the fog on that pixel?

Any hint ?

#gamedev #diablo4beta #screenshotsaturday

Physically-based & Unified Volumetric Rendering in Frostbite - Frostbite

Talk by Sebastien Hillaire at SIGGRAPH 2015 in the Advances in Real-time Rendering course.

Electronic Arts Inc.
@llorens @BartWronski wrote about it a while ago, good blog post, I encourage you to read it!
@llorens @skylark13 here's a link https://bartwronski.com/publications/ (scroll down, Volumetric Fog)
On my blog there are also some posts with implementation details, and an implementation on Github :)
Publications

Bart Wronski
@skylark13 @llorens @BartWronski I was one of two gfx programmers on this game for a lil over a year, saw this toot just now and was ashamed to not remember hehe. I'm glad bart wrote it up. Btw see if you can see the blue noise when the game comes out, or in screenshots. The video compression is eating it all up (not a bad thing!).

@llorens
Unity uses local box volumes to define regions like this, internally it "voxelizes" the area to define fog regions and blends the edges

You can also use a 3d depth texture to define the fog but I have no idea how to generate one of those ;P

https://docs.unity3d.com/Packages/com.[email protected]/manual/Local-Volumetric-Fog.html

Local Volumetric Fog | High Definition RP | 14.0.6