Volumetric Photon Mapper
Implementation:
 • Uses Sphere as basic volume container.
 • Varying Step size to avoid "density rings".
 • Uses a density function to determine transperency and also if a photon is absorbed or scattered.
 • Designed for integration with non photon mapped scene with transparency.

Example Results:

Full Bloom: VR music experiance
Implementation:
 • Uses Unity game engine and C# scripts.
 • Link to website can be found here: https://fullbloomgame.com/

Painted Post-Processing Effect
Implementation:
 • Implemented in both glsl and osl.
 • Uses various noise functions and base textures to produce a convincing paint like look.

Example Results: