Ross ROSS = Recommend OSS · open-source software intelligence for agents

ebruneton/precomputed_atmospheric_scattering

This project provides a new implementation of our EGSR 2008 paper "Precomputed Atmospheric Scattering". observed · 2026-08-28

github.com/ebruneton/precomputed_atmospheric_scattering · homepage · C++ · BSD-3-Clause (permissive) observed · 2026-08-28

Health v2 · maintenance only

52/100

  • Activity 45
  • Release rhythm 35
  • Longevity 100

Flags: no_releases

How is this computed?

round(0.45*activity + 0.35*rhythm + 0.20*longevity); archived -> min(score, 10) — computed 2026-09-03. Adoption (stars, forks) is never an input.

  • gap_med: n/a
  • age_days: 3502
  • days_rel: n/a
  • days_push: 332
  • n_releases_24m: 0

Full methodology

Adoption not part of the score

1061 stars · 136 forks observed · 2026-08-28

What it is AI-extracted, prompt v1, taxonomy v1, 2026-08-30, confidence not recorded

A reference C++/OpenGL implementation of the Precomputed Atmospheric Scattering (EGSR 2008) paper, with extensive documentation, unit tests, and a WebGL demo. It precomputes atmospheric scattering tables for realistic sky, aerial perspective, and light shaft rendering on Earth or other planets.

Use cases

  • render a physically based sky in a game engine
  • simulate atmospheric scattering for other planets
  • add aerial perspective and light shafts to a renderer
  • learn how precomputed atmospheric scattering works
  • port atmospheric scattering shaders to WebGL
  • compute sky luminance from a solar spectrum

When to choose

  • you need physically accurate sky and atmosphere rendering
  • you want a well-documented, tested reference implementation of the EGSR 2008 paper
  • you need to adapt scattering to non-Earth planets
  • you want a WebGL-ready atmosphere demo

When to avoid

  • you need a full game engine or turnkey rendering framework
  • you want simple stylized sky gradients without physical accuracy
  • you need the complete light shaft shadow volume algorithm, which is only partially implemented

Facets

library · maturity stable

graphics simulation graphics simulation cpp cross-platform atmospheric-scattering opengl webgl sky-rendering precomputed physically-based-rendering shader game-development web

2 sources

Member repositories

RepositoryRoleHealth v2
ebruneton/precomputed_atmospheric_scatteringmain52

For agents

markdown · JSON · MCP: product_card(name="ebruneton/precomputed_atmospheric_scattering")

Data as of 2026-08-30T08:39:29.467469+00:00 · Report a problem