{"title":"半空间雾的统一距离公式","authors":"Eric Lengyel","doi":"10.1080/2151237X.2007.10129239","DOIUrl":null,"url":null,"abstract":"In many real-time rendering applications, it is necessary to model a fog volume that is bounded by a single plane but is otherwise infinite in extent. This paper presents unified formulas that provide the correct distance traveled through a fog halfspace for all possible camera and surface point locations. Such formulas effectively remove the need to code for multiple cases separately, thereby achieving optimal fragment shading performance on modern rendering hardware.","PeriodicalId":318334,"journal":{"name":"Journal of Graphics Tools","volume":"72 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2007-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":"{\"title\":\"Unified Distance Formulas for Halfspace Fog\",\"authors\":\"Eric Lengyel\",\"doi\":\"10.1080/2151237X.2007.10129239\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In many real-time rendering applications, it is necessary to model a fog volume that is bounded by a single plane but is otherwise infinite in extent. This paper presents unified formulas that provide the correct distance traveled through a fog halfspace for all possible camera and surface point locations. Such formulas effectively remove the need to code for multiple cases separately, thereby achieving optimal fragment shading performance on modern rendering hardware.\",\"PeriodicalId\":318334,\"journal\":{\"name\":\"Journal of Graphics Tools\",\"volume\":\"72 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2007-01-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"3\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of Graphics Tools\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1080/2151237X.2007.10129239\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Graphics Tools","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1080/2151237X.2007.10129239","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
In many real-time rendering applications, it is necessary to model a fog volume that is bounded by a single plane but is otherwise infinite in extent. This paper presents unified formulas that provide the correct distance traveled through a fog halfspace for all possible camera and surface point locations. Such formulas effectively remove the need to code for multiple cases separately, thereby achieving optimal fragment shading performance on modern rendering hardware.