- Precomputed Atmospheric Scattering
- Volumetric Cloudscapes
- Volumetric Fog
- [Bruneton08] Bruneton, E., Neyret, F., Precomputed Atmospheric Scattering, Eurographics Symposium on Rendering 2008
- [Hillaire16] Hillaire, S., Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite, SIGGRAPH 2016, Physically Based Shading in Theory and Practice
- [Schneider15] Schneider, A., The Real-time Volumetric Cloudscapes of Horizon: Zero Dawn, SIGGRAPH 2015, Advances in Real-Time Rendering
- [Schneider17] Schneider, A., Nubis: Authoring Real-Time Volumetric Cloudscapes with the Decima Engine, SIGGRAPH 2017, Advances in Real-Time Rendering
- [Annen08] Annen, T., Mertens, T., Seidel,H.-P., Flerackers, E., Kautz, J., Exponential Shadow Maps, Proceedings of Graphics Interface 2008
- [Wronski14] Wronski, B., Volumetric Fog: Unified Compute Shader-based Solution to Atmospheric Scattering, SIGGRAPH 2014, Advances in Real-Time Rendering
- [Hillaire15] Hillaire, S., Towards Unified and Physically-Based Volumetric Lighting in Frostbite, SIGGRAPH 2015, Advances in Real-Time Rendering
- [Wrenninge13] Wrenninge, M., Kulla, C., Lundqvist, V., Oz: The Great and Volumetric, SIGGRAPH 2013, ACM SIGGRAPH 2013 Talks
- [Glatzel14] Glatzel, B., Volumetric Lighting for Many Lights in Lords of the Fallen, Digital Dragons 2014