As far as I know, Unreal 1 had the first real-time implementation of volumetric dog. I used a formula table in an 1800's math book(!) to calculate a line integral on a 1/r^2 light falloff function using an arctan. ~200 cycles on Pentium, but fast enough on a 16x16 grid.
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I tried to implement similar fog with fixed function GPU, but it was difficult. Couldn’t find a way to do it without having to resolve depth buffer to a texture and read it in shader = needed DX9 SM2.0.
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First implementation was on a 16x16 screen space grid that was linear interpolated, second was a light map aligned texture that was samples at 4x4 then linear interpolated in software, or send to the GPU and additively blended!
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I never played the original Unreal, did not have a capable PC until later, consoles were still seemingly powerful back then. How's it going with open sourcing it? Would be nice to experience this in VR, has happened to a number of id titles
I should play my Steam version
pic.twitter.com/fj3iAcJ2um
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Still a volumetric dog was a nice step forward from a flat 2d rabbit.
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Late response but yeah volumetric fog was a massively strong aspect of UE1. It can be abused in skyboxes to create insanely vibrant/bright bg landscapes or haze (which makes for convincing 3D skyboxes) Lightmaps with very highres textures was also over a decade ahead of its timepic.twitter.com/JRns0kJdUr
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The things you guys are doing with the Unreal Engine: if the universe really is a simulation then it’s peobably running the Unreal Engine
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If only we had a new Unreal Tournament to enjoy such features in :(
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Is this Ray tracing ? (trolling indeed :()
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