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Revision as of 12:38, 10 December 2012
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'''Atmospheric Light Scattering'''
[[Atmospheric light scattering]] is an alternative rendering framework, containing its own set of effects and shaders focusing on rendering realistic environment-dependent fog and light computations for clouds and terrain. The simulation includes
* Rayleigh, Mie and diffuse multiple scattering of light in the atmosphere, on haze and on clouds
* a volumetric ground fog simulation
* realistic ambient and diffuse light curves for sunset and sunrise conditions measured from a large collection of photographs
* a simple moonlight illumination model
Together with Advanced Weather, it functions as an integrated environment simulation in which the individual elements mutually influence each other. For instance
* clouds and winds are influenced by the distribution of terrain elevation
* prevailing winds, terrain slopes and stability of the lower atmosphere determine the shape of visible clouds
* cloud layers and haze influence color and intensity of light reflections
* winds influence wave patterns on water
* light at sunrise and sunset is position and altitude dependent, allowing for phenomena such as Alpenglow or brightly illuminated high-altitude clouds while the ground is dark
For more powerful graphics cards, the framework includes procedural terrain texturing, including features such as
* terrain slope dependent non-tiling texturing
* hires close-up texturing effects with up to 10 cm detail resolution and dynamically added bumpmap for low-level flight
* terrain appearance changes with user-controlled environment, terrain may appear wet and covered in puddles, dry and dusty, moss-overgrown or covered in a snow-layer of adjustable thickness, all of which respect terrain slope where appropriate.
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