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ray could also be easily estimated and accounted for. While having only sub-
tle impact during the day time, multiple scattering will improve appearance of
twilight sky notably.
2.10 Conclusion and Future Work
We presented a high-performance technique for rendering light scattering effects
in the Earth's atmosphere. This technique exploits epipolar sampling to eciently
reduce the number of times expensive ray marching is executed. The 1D min/max
binary trees accelerate in-scattering integral calculation, and integration with
cascaded shadow maps allows rendering large outdoor environments. Thanks
to the number of different parameters that trade quality for performance, the
technique scales from high-end discrete GPUs to low-power integrated graphics
solutions. We plan on adding support for rendering dynamic clouds in the future.
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