Fensalir/research/volumetrics/source-manifest.md
2026-05-08 20:51:14 +01:00

4.6 KiB

Volumetrics Source Manifest

Local binary/text sources are cached under research/volumetrics/sources/ and working text extracts under research/volumetrics/extracted-text/. These folders are gitignored; rerun the listed URLs if the cache is missing.

Cached Sources

Topic Local file URL Notes
Bruneton atmosphere implementation bruneton-2017-implementation.html https://ebruneton.github.io/precomputed_atmospheric_scattering/ 2017 documented implementation of Bruneton/Neyret precomputed atmospheric scattering.
Bruneton atmosphere shader docs bruneton-functions.glsl.html https://ebruneton.github.io/precomputed_atmospheric_scattering/atmosphere/functions.glsl.html Core transmittance, single scattering, multiple scattering, irradiance, and lookup functions.
Wronski volumetric fog wronski-volumetric-fog-siggraph2014-advances.pdf https://www.realtimerendering.com/advances/s2014/wronski/bwronski_volumetric_fog_siggraph2014.pdf SIGGRAPH 2014 Assassin's Creed IV volumetric fog deck with presenter notes.
Frostbite unified volumetrics hillaire-frostbite-pb-unified-volumetrics-siggraph2015.pptx https://advances.realtimerendering.com/s2015/Frostbite%20PB%20and%20unified%20volumetrics.pptx Hillaire/Frostbite SIGGRAPH 2015 deck; large binary, local only.
Frostbite sky/atmosphere/clouds hillaire-frostbite-sky-atmosphere-clouds-siggraph2016.pdf https://media.contentapi.ea.com/content/dam/eacom/frostbite/files/s2016-pbs-frostbite-sky-clouds-new.pdf SIGGRAPH 2016 physically based sky, atmosphere, and cloud rendering notes.
Dreams Learning from Failure dreams-learning-from-failure-siggraph2015-compressed.pdf https://advances.realtimerendering.com/s2015/AlexEvans_SIGGRAPH-2015-sml.pdf Compressed SIGGRAPH 2015 Media Molecule deck with transcript-like presenter notes.
Dreams Media Molecule post dreams-learning-from-failure-mediamolecule.html https://www.mediamolecule.com/blog/article/siggraph_2015 Official post for Alex Evans's SIGGRAPH talk.
Dreams Umbra video page dreams-learning-from-failure-video-page.html https://www.mediamolecule.com/blog/article/alex_at_umbra_ignite_2015_learning_from_failure_video Official video-page wrapper. I did not find a separate clean transcript.
GigaVoxels paper gigavoxels-ray-guided-streaming.pdf https://maverick.inria.fr/Publications/2009/CNLE09/CNLE09.pdf I3D 2009 paper on ray-guided streaming and brick/mipmap volume rendering.
GigaVoxels publication page gigavoxels-publication-page.html https://www.icare3d.org/research-cat/publications/gigavoxels-ray-guided-streaming-for-efficient-and-detailed-voxel-rendering.html Abstract, authors, and publication metadata.
Horizon volumetric clouds schneider-horizon-volumetric-cloudscapes-siggraph2015.pdf https://advances.realtimerendering.com/s2015/The%20Real-time%20Volumetric%20Cloudscapes%20of%20Horizon%20-%20Zero%20Dawn%20-%20ARTR.pdf Guerrilla SIGGRAPH 2015 deck on cloud modeling, lighting, and optimization.
Stable volume sampling bowles-fast-stable-volume-rendering-siggraph2015.pptx https://advances.realtimerendering.com/s2015/siggraph15_volsampling.pptx Studio Gobo talk on stable undersampled volume rendering.
NVIDIA volumetric light scattering nvidia-fast-flexible-volumetric-light-scattering-gdc2016.pdf https://developer.nvidia.com/sites/default/files/akamai/gameworks/downloads/papers/NVVL/Fast_Flexible_Physically-Based_Volumetric_Light_Scattering.pdf GDC 2016/GameWorks-style physically based volumetric light scattering.
Unreal volumetric fog docs unreal-volumetric-fog-docs.html https://dev.epicgames.com/documentation/en-us/unreal-engine/volumetric-fog-in-unreal-engine?application_version=5.6 Current engine docs on frustum volume texture, temporal reprojection, and tradeoffs.
Frostbite 2016 source page frostbite-sky-atmosphere-cloud-rendering.html https://www.frostbite.com/frostbite/news/physically-based-sky-atmosphere-and-cloud-rendering Official page with presentation/course-note links.

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