Real-time volumetric fog was pretty mind-blowing when it debuted back in 1997.https://www.youtube.com/watch?v=qjgHgg1Gm8M …
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You beat us. 1998 was the, unfortunately named, Wargasm. Engine features volumetric fog (smoke, steam), solid body and some soft physics: polygonal destruction and deformation, water perturbation, spring tensor nets, even some fluid dynamics for blood. https://m.youtube.com/watch?v=XfLqqGFHHTA … /1
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1995,shipped some hacky approximation of fog (not volumetric) for passing through clouds(EF2000). All offline generated using least squared RGB distance palettes and blending between them so we could have differing palette between altitudes, all in x86 assembly. Fun times /eof
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volumetric dog is best dog.
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Have we considered maybe shipping “volumetric dog”? I’d imagine there is dogveloper demand.
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Volumetric dogs as parametric functions :D
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Hah, cool. I derived the same integral a few years ago: http://blog.mmacklin.com/2010/05/29/in-scattering-demo/ … http://blog.mmacklin.com/2010/06/10/faster-fog/ …
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IIRC it also shows up in this classic paper: http://www.cs.columbia.edu/~bosun/sig05.htm …
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man, that mirror-floor room with fog in Unreal still brought my 1GHz Celeron to its knees. Pentium 200 MHz? Probably sub 1 fps.
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Well, now you’ll have to create a volumetric dog.
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