Volumetric Fog in a realtime VoxelRaytracer by Sander Meinders

The programming year 1 students did voxel raytracing for block C. Originally you were supposed to do the raytracing on the CPU, but I chose to make the move to the GPU so that I could do more interesting techniques at reasonable speeds. One of those interesting things was volumetric fog. The volumetric fog is pulled off by doing some raymarching for the shape of fog, then I use a shadow map to create those nice volumetric shadows you see.