To view this content, you must be a member of

**Alan Zucconi's Patreon at $5**or moreAlready a qualifying Patreon member? Refresh to access this content.

There are 20 posts filed in **Science** (this is page **1** of **2**).

You can read all the posts in this series here:

- Part 1. An Introduction to DeepFakes and Face-Swap Technology
- Part 2. The Ethics of Deepfakes
- Part 3. How To Install FakeApp
- Part 4. A Practical Tutorial for FakeApp
- Part 5. An Introduction to Neural Networks and Autoencoders
**Part 6. Understanding the Technology Behind DeepFakes**- Part 7. How To Create The Perfect DeepFakes

You can read all the posts in this series here:

- Part 1. An Introduction to DeepFakes and Face-Swap Technology
- Part 2. The Ethics of Deepfakes
- Part 3. How To Install FakeApp
- Part 4. A Practical Tutorial for FakeApp
**Part 5. An Introduction to Neural Networks and Autoencoders**- Part 6. Understanding the Technology Behind DeepFakes
- Part 7. How To Create The Perfect DeepFakes

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.

This post introduces the Mathematics of Rayleigh Scattering, which is the optical phenomenon that causes the sky to appear blue. The equations derived in this tutorial will be translated into shader code in the next tutorial.

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.

This is the second part of the tutorial on volumetric atmospheric scattering. In this post we will start deriving the equations that govern this complex, yet beautiful optical phenomenon.

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.

If you have lived long enough on planet Earth, you might have wondered why the sky is usually blue, yet red at sunset. The optical phenomenon which is (mostly) responsible for that is called **Rayleigh scattering**. This tutorial will explain how to model atmospheric scattering to reproduce many of the visual effects that planets exhibit. And if you want to render physically accurate visuals for alien planets, this is *definitely* the tutorial you’ve been looking for.

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

This post introduces the mathematics behind the optical phenomenon known as diffraction grating, which is responsible for iridescent reflections in many materials.

You can find the complete series here:

- Part 1. The Nature of Light
- Part 2. Improving the Rainbow (Part 1)
- Part 3. Improving the Rainbow (Part 2)
- Part 4. Understanding Diffraction Grating
- Part 5. The Mathematics of Diffraction Grating
- Part 6. CD-ROM Shader: Diffraction Grating (Part 1)
- Part 7. CD-ROM Shader: Diffraction Grating (Part 2)
- Part 8. Iridescence on Mobile
- Part 9. The Mathematics of Thin-Film Interference
- Part 10. Car Paint Shader: Thin-Film Interference

A link to **download** the **Unity project** used in this series is also provided at the end of the page.

The first post in this series, The Nature of Light, introduced the dual nature of light, exhibiting behaviours which are typical of both waves and particles. In this part, we will see how those two aspects are both necessary for iridescence to arise.

You can find the complete series here:

- Part 1. The Nature of Light
- Part 2. Improving the Rainbow (Part 1)
- Part 3. Improving the Rainbow (Part 2)
- Part 4. Understanding Diffraction Grating
- Part 5. The Mathematics of Diffraction Grating
- Part 6. CD-ROM Shader: Diffraction Grating (Part 1)
- Part 7. CD-ROM Shader: Diffraction Grating (Part 2)
- Part 8. Iridescence on Mobile
- Part 9. The Mathematics of Thin-Film Interference
- Part 10. Car Paint Shader: Thin-Film Interference

A link to **download** the **Unity project** used in this series is also provided at the end of the page.