Worksheet
Worksheet 4
by Big Dave on Nov.19, 2009, under Proposal, Research, Update, Worksheet
In this final worksheet we are asked to outline our presentation for the 23rd November. The presentation is to be no more than 5 mins (including question time of 2 mins). The following are points to talk about:
Introduction:
The focus of this dissertation is on atmospheric scattering as a post-processed effect. Atmospheric scattering is the reason that our sky has colour. It describes the way that the light from the sun disperses when it comes through our atmosphere. In terms of game development, it can add REAL depth cues to vast landscapes and increase the immersion that the player experiences. Plus, it looks good!
CryEngine2 uses this effect very well and creates astoundingly beautiful environments :

The image on the left is of Kualoa Ranch in Hawaii and the image on the right is the CryEngine2 replica. (continue reading…)
Worksheet 3 – Draft Proposal
by Big Dave on Oct.27, 2009, under Proposal, Research, Update, Worksheet
Introduction
Atmospheric effects in games are becoming increasingly more popular; however some implementations are less efficient than others, giving arguably better results – (Tomoyuki et al. 1993) vs. (Preetham et al. 1999) for example. These models can be performed on a per-pixel basis to provide very realistic looking skies in games. It was suggested in an e-mail discussion with Damianno Iannetta of Rare on 7th October 2009 that this project should steer itself toward the model proposed in (Tomoyuki et al. 1993) and as such, this dissertation will be focusing on an efficient post-processed implementation of this technique for PC and/or PS3, making the most use of hardware – i.e. GPGPU and Cell for PC and PS3 respectively.
Worksheet 2
by Big Dave on Oct.06, 2009, under Proposal, Reading, Update, Worksheet
This weeks task is to actually arrive at a research question – by no means an easy task!
I have formulated several possible questions thus far and all are related to the topic of atmospheric scattering, as this is my main topic of interest. I shall list them below:
- Can atmospheric scattering be used accurately in computer games?
- Is it feasible to include atmospheric scattering in computer games?
- Can post-processed effects – such as atmospheric scattering – be used in computer games without hindering performance?
- Can post-processed effects – such as atmospheric scattering – be used in computer games without negatively affecting overall performance?
- Can atmospheric scattering be implemented efficiently in computer games?
- Can atmospheric scattering be used as an effective depth cue in computer games?
- Can atmospheric scattering be used as an effective enhancement to traditional global illumination models?
While the last one holds the most interest for me, I do not think there is enough time to play with this question as it would involve the use of radiosity, ray tracing or photon mapping. With that in mind, I feel that the question that will allow me to explore atmospheric scattering and post-processing would be the third-last question:
“Can atmospheric scattering be implemented efficiently in computer games?”
With this particular question, the suggested scope should be small enough to investigate GPGPU techniques and post-processing as well as provide me the choice of using either Preetham or Nishitas’ method for the atmospheric scattering model.
It was also brought to my attention earlier today that using Nishitas’ model would allow an appropriate use of GPGPU techniques as there are lots of variables to compute over several frames.
On a final note then, the research question I am putting forward is:
“Can atmospheric scattering be implemented efficiently in computer games?”
Worksheet 1
by Big Dave on Sep.24, 2009, under Proposal, Reading, Update, Worksheet
We were issued a task in class today to complete a worksheet with the aim of guiding us towards a research topic and ultimately a research question.
First I must state the topic of interest.
I have a keen interest in landscape photography and lighting composure is a key aspect in getting the perfect photograph. In particular, sunset and sunrise are very pleasant effects. I am interested in mimicking these atmospheric conditions in an interactive environment using post-processing techniques.
Currently the issues surrounding these post-processed effects is efficiency in real-time. Various post-processing effects are used in Adobe Photoshop and The GIMP, where time isn’t really of the essence. With atmospheric effects – such as scattering – game programmers and artists have traditionally used rough approximations
due to
computational expense at the hands of mathematical complexity, leading to less believable – and thus less immersive – environments. However, these effects are becoming more popular now due to better hardware.
As stated I intend to mimic atmospheric scattering effects by applying it as a post-processed effect. This principally means taking a screenshot of the framebuffer and attaching it to the depth buffer and applying this texture to a quad the size of the screen. From here it is passed straight to a pixel/fragment shader where the effects are applied. I will primarily stick to the methods outlined by Preetham in his 1999 SIGGRAPH paper “A Practical Analytic Model for Daylight” as the techniques he outlines have remained virtually unchanged.
There are two ways to implement these techniques:
- The traditional CPU and GPU combination
- The new GPGPU – General Purpose GPU – methods
In this project I will be looking into method 2 using NVIDIAs’ CUDA technology. Due to lack of access, I will not be able to create an implementation using AMD Stream as I do not have access to a required ATI card. I would be interested as well in creating a port of this project to a major console – time permitting – such as the PS3 or the XBox360. However, I doubt there will be much time left over to try and make this port.
The aim of this honours project is to create a visual effect that can be used in games to create stunning and practical depth-cues for vast landscapes.