Bartolomiej Wronski has part one of an article on this subject up at Gamasutra.
This part goes over the key concepts, a version of which is used in the engine powering the latest Assassin's Creed games.
I'm hoping to see some tasty code in the next installment.
Mon Dec 08, 2014 6:40 pm
I used to mess around with a lot of raytracer and similar applications 20-ish years ago and I had a lot of trouble with scattering looking right.. it seems it is something that is a never ending battle even 20 years later with all the new technology and experiences accumulated over that time