Euclidean fog
One emitter and three balls: red diffuse, green mirror, and blue glass, surrounded by scattering fog.
Build and run locally
cargo run --release -p hypertrace-examples --bin fogBrowser viewer
Optional. Requires WebGPU; starts only when requested.
Native requirements and instructions
Technical details
Drag to look; Tab locks the mouse. WASD moves; Space/C moves up/down; Q/E rolls. Scroll zooms; R resets. The viewer pauses when hidden or outside the page’s visible area. Open viewer separately.
What to observe
Let the image accumulate. Compare the red sphere’s shadow with reflected green light and light bent through the blue sphere into the fog.
- The fog does not emit light. Its glow is light from the source scattered toward the camera.
- Both surface and volume interactions consume the path budget. More samples reduce noise; a larger path budget also includes longer light paths.
- There is no floor or ambient illumination. With all emission switched off, the image is black.
- The current homogeneous medium fills the entire scene, including glass. Object-specific medium boundaries and anisotropic scattering are not implemented.
Screenshots
Click an image to open its full-resolution PNG.

Settings · Render source

Camera and settings · Render source
Earlier capture
