Realistic lighting is an incredibly complex problem. All surfaces scatter light to all other
surfaces. Realistic lighting in volumes of fog or smoke is even more complex because
each particle absorbs and scatters light. This problem has been approximated with many
techniques but can take hours to produce a single image. Creating these images in realtime
is an even harder problem because they need to be produced many times a second.
Real-time lighting is important for simulating the real world. Flight simulators and
training systems need to be able to accurately simulate adverse conditions such as fog and
snow. This work explores different real-time lighting effects such as bloom, airlight,
shadows in participating media, and soft shadows. Improvements were made by
modifying the airlight to model cone light sources, and exploring the possibility of creating soft shadows in participating media. The result is a more flexible lighting model for real-time participating media.