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This PR improves the accuracy of volumetric attenuation calculations and removes artificial distance limitations for more physically correct rendering.

Changes:
Remove min() clamp in volume_lighting.slangh for physically correct attenuation
Use actual hit distances instead of artificially clamped distances
Improve plane distance calculation using actual hit positions in volume_composite_helpers.slangh
Better handling of rays extending beyond froxel grid maximum distance
Add explanatory comments for architectural decisions

Benefits:
More physically accurate volumetric attenuation
Better visual quality for distant light sources in volumetric scenes
Eliminates inconsistencies between infinite and finite ray handling

@BinqAdams BinqAdams force-pushed the fix/volumetric-attenuation-improvements branch from 4424f8a to d1079cb Compare August 2, 2025 00:45
…e limits

Remove min() clamp in volume_lighting.slangh for physically correct attenuation
Use actual hit distances instead of artificially clamped distances
Improve plane distance calculation using actual hit positions in volume_composite_helpers.slangh
Better handling of rays extending beyond froxel grid maximum distance
Add explanatory comments for architectural decisions
@BinqAdams BinqAdams force-pushed the fix/volumetric-attenuation-improvements branch from d1079cb to fdac3da Compare August 2, 2025 01:07
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