Physically Based Rendering With OpenGL. An attempt to render atmospheric effects
This is a demo project where I build an application to render the Earth from space using high-resolution textures created by NASA. The atmospheric scattering uses the full equations from Nishita et al. 1993 in a GPU shader that runs in real-time. The demo was implemented in C++ with OpenGL and GLSL.
The code is heavily based in Chapter 16 of the GPU Gems 2 Book
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