On Rendering the Sky, Sunsets, and Planets
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Maxime Heckel
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On Rendering the Sky, Sunsets, and Planets is a technical blog article by Maxime Heckel.
Maxime Heckel write-up on implementing atmospheric scattering in the browser for realistic skies, sunsets, and planetary shells. Covers raymarching, Rayleigh and Mie scattering, ozone absorption, and an attempt at Sébastien Hillaire’s LUT-based approach, with interactive GLSL examples. Aimed at shader developers learning sky and atmosphere rendering. This article explores how to render realistic skies and atmospheres in real time in the browser.
It is aimed at intermediate graphics programmers and matches the audience implied by Maxime Heckel's other work.
The article is a free HTML blog post meant to be read in one sitting, with diagrams or code snippets embedded in the page.
It is useful when you want practical detail beyond a title or store listing and prefer primary-source explanation from the author or maintainer.
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