Final Project: Single Scattering Heterogeneous Volumetric Rendering
My hero image with 0.45 max extinction For my final project, I implemented single scattering heterogeneous volumetric rendering using delta tracking. Initially in my proposal, I was using a sphere as a homogenous volume. However, I soon discover the disadvantage of using it as volume, it is hard to model anything realistic since the density is the same throughout. Homogenous volume with absorption only Hence, I decided to find something that represents a real volume. I naively tried to model a volume with a obj. I got this obj by modeling a volume using Houdini (which I have never used before starting this project), output the volume to vdb, then convert the vdb to obj, which although looks good with the absorption, cannot actually model realistic volume, because density is still the same throughout. The cloud I modeled with Houdini The obj file I was trying to model with Thanks to Andrew and Nick, I was introduced to openvdb, which can help load vdb file