You can read the rest of this online course here:

# maths

There are 30 posts filed in **maths** ( this is page **1** of **6**).

# Inverse Kinematics in 2D – Part 1

If you have been following this blog for a while, you might have noticed some recurring themes. **Inverse Kinematics** is definitely one them, and I have dedicated an entire series on how to apply it to robotic arms and tentacles. If you have not read them, do not fear: this new series will be self-contained, as it reviews the problem of Inverse Kinematics from a new perspective.

You can read the rest of this online course here:

# Atmospheric Scattering Shader

This tutorial finally concludes our journey to simulate Rayleigh Scattering for a planet’s atmosphere.

The next (and final) part will show how to change the shader to also include an additional type of scattering, known as Mie Scattering.

You can find all the post in this series here:

- Part 1. Volumetric Atmospheric Scattering
- Part 2. The Theory Behind Atmospheric Scattering
- Part 3. The Mathematics of Rayleigh Scattering
- Part 4. A Journey Through the Atmosphere
- Part 5. A Shader for the Atmospheric Sphere
- Part 6. Intersecting The Atmosphere
**Part 7. Atmospheric Scattering Shader**- Part 8. An Introduction to Mie Theory

You can refer to the Atmospheric Scattering Cheatsheet for a complete reference of all the equations used.

You can **download** the **Unity package** for this tutorial at the bottom of the page.

# Intersecting The Atmosphere

You can find all the post in this series here:

- Part 1. Volumetric Atmospheric Scattering
- Part 2. The Theory Behind Atmospheric Scattering
- Part 3. The Mathematics of Rayleigh Scattering
- Part 4. A Journey Through the Atmosphere
- Part 5. A Shader for the Atmospheric Sphere
**Part 6. Intersecting The Atmosphere**- Part 7. Atmospheric Scattering Shader
- Part 8. An Introduction to Mie Theory

You can refer to the Atmospheric Scattering Cheatsheet for a complete reference of all the equations used.

You can **download** the **Unity package** for this tutorial at the bottom of the page.

# A Journey Through the Atmosphere

This post describes how to model the density of the atmosphere at different altitude. This is a critical step, since the atmospheric density is one of the parameters necessary to correctly calculate the Rayleigh scattering.

You can find all the post in this series here:

- Part 1. Volumetric Atmospheric Scattering
- Part 2. The Theory Behind Atmospheric Scattering
- Part 3. The Mathematics of Rayleigh Scattering
**Part 4. A Journey Through the Atmosphere**- Part 5. A Shader for the Atmospheric Sphere
- Part 6. Intersecting The Atmosphere
- Part 7. Atmospheric Scattering Shader
- Part 8. An Introduction to Mie Theory

You can refer to the Atmospheric Scattering Cheatsheet for a complete reference of all the equations used.

You can **download** the **Unity package** for this tutorial at the bottom of the page.