"Computers are getting smarter all the time. Scientists tell us that soon they will be able to talk to us. And by 'they', I mean 'computers'. I doubt scientists will ever be able to talk to us."
- Dave Barry
This demo shows a method for generating volumetric fog where the fog itself has texture, which adds a lot to the realism compared to traditional uniform fog and allows the fog to be animated. The downside is that it's a lot more computationally expensive. It's implemented by raytracing from the surface back to the camera through the fog and iteratively mixing in the fog at each sampled position. This way you can also include shadows in the computation which gives you nice light shafts through the fog. In this demo I have just stored the shadows in a static volume lightmap for fast lookup and good quality.
This demo should run on Radeon 9500 and up and GeForce FX 5200 and up.