Here is some real-time rendering work I’ve been doing recently:
1. Stylized end sky using warped trochoidal wave patterns
2. Multiple scattering subsurface scattering approximation using a custom phase function & diffusion method
3. Implementation of Sebastien Hillaire’s multiple scattering atmosphere model using brute force LUTs
Albedo based volume scattering coefficient approximation based on a brute force random walk
Coloring stars with the help of Planck’s law of blackbody radiation
Now using exact fresnel equations for non-polarized material reflectance. Here seen with a global index of refraction of 1.5 / an f0 of 0.04 without any extinction.