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Atmospheric Scattering using DirectCompute

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I'm trying to code Rayleigh part of Nishita's model (Display Method of the Sky Color Taking into Account Multiple Scattering). I get black screen no colors. Can anyone find the issue for me? #define InnerRadius 6320000 #define OutterRadius 6420000 #define PI 3.141592653 #define Isteps 20 #define Ksteps 10 static float3 RayleighCoeffs = float3(6.55e-6, 1.73e-5, 2.30e-5); RWTexture2D<float4> SkyColors : register (u0); cbuffer CSCONSTANTBUF : register( b0 ) { float fHeight; float3 vSunDir; } float Density(float Height) { return exp(-Height/8340); } float RaySphereIntersection(float3 RayOrigin, float3 RayDirection, float3 SphereOrigin, float Radius) { float t1, t0; float3 L = SphereOrigin - RayOrigin; float tCA = dot(L, RayDirection); if (tCA < 0) return -1; float lenL = length(L); float D2 = (lenL*lenL) - (tCA*tCA); float Radius2 = (Radius*Radius); if (D2<=Radius2) { float tHC = sqrt(Radius2 - D2); t0 = tCA-tHC; t1 = tCA+tHC; } else return -1; return t1; } float RayleighPhaseFunction(float cosTheta) { return ((3/(16*PI))*(1+cosTheta*cosTheta)); } float OpticalDepth(float3 StartPosition, float3 EndPosition) { float3 Direction = normalize(EndPosition - StartPosition); float RayLength = RaySphereIntersection(StartPosition, Direction, float3(0, 0, 0), OutterRadius); float SampleLength = RayLength / Isteps; float3 tmpPos = StartPosition + 0.5 * SampleLength * Direction; float tmp; for (int i=0; i<Isteps; i++) { tmp += Density(length(tmpPos)-InnerRadius); tmpPos += SampleLength * Direction; } return tmp*SampleLength; } static float fExposure = -2; float3 HDR( float3 LDR) { return 1.0f - exp( fExposure * LDR ); } [numthreads(32, 32, 1)] //disptach 8, 8, 1 it's 256 by 256 image void ComputeSky(uint3 DTID : SV_DispatchThreadID) { float X = ((2 * DTID.x) / 255) - 1; float Y = 1 - ((2 * DTID.y) / 255); float r = sqrt(((X*X)+(Y*Y))); float Theta = r * (PI); float Phi = atan2(Y, X); static float3 Eye = float3(0, 10, 0); float ViewOD = 0, SunOD = 0, tmpDensity = 0; float3 Attenuation = 0, tmp = 0, Irgb = 0; //if (r<=1) { float3 ViewDir = normalize(float3(sin(Theta)*cos(Phi), cos(Theta),sin(Theta)*sin(Phi) )); float ViewRayLength = RaySphereIntersection(Eye, ViewDir, float3(0, 0, 0), OutterRadius); float SampleLength = ViewRayLength / Ksteps; //vSunDir = normalize(vSunDir); float cosTheta = dot(normalize(vSunDir), ViewDir); float3 tmpPos = Eye + 0.5 * SampleLength * ViewDir; for(int k=0; k<Ksteps; k++) { float SunRayLength = RaySphereIntersection(tmpPos, vSunDir, float3(0, 0, 0), OutterRadius); float3 TopAtmosphere = tmpPos + SunRayLength*vSunDir; ViewOD = OpticalDepth(Eye, tmpPos); SunOD = OpticalDepth(tmpPos, TopAtmosphere); tmpDensity = Density(length(tmpPos)-InnerRadius); Attenuation = exp(-RayleighCoeffs*(ViewOD+SunOD)); tmp += tmpDensity*Attenuation; tmpPos += SampleLength * ViewDir; } Irgb = RayleighCoeffs*RayleighPhaseFunction(cosTheta)*tmp*SampleLength; SkyColors[DTID.xy] = float4(Irgb, 1); } }

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