Hauptquellen http://http.developer.nvidia.com/GPUGems/gpugems_ch02.html http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html Weitere Quellen http://de.wikipedia.org/wiki/Strahlenb%C3%BCschel http://de.wikipedia.org/wiki/Tyndall-Effekt http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2012/10/ATI-LightScattering.pdf http://fabiensanglard.net/lightScattering/ http://www2.hs-fulda.de/caelabor/inhalte/OpenGL/Projekte/roesler/shaderprog.pdf http://de.wikipedia.org/wiki/Shader http://de.wikipedia.org/wiki/Snelliussches_Brechungsgesetz http://en.wikipedia.org/wiki/Normal_%28geometry%29#Calculating_a_surface_normal http://http.developer.nvidia.com/GPUGems/gpugems_ch02.html http://sirkan.iit.bme.hu/~szirmay/gpucaust5.pdf http://de.wikipedia.org/wiki/Kaustik_%28Optik%29 http://help.solidworks.com/2012/German/SolidWorks/sldworks/c_caustics.htm?format=P https://books.google.de/books?id=LGDYuxw74vgC&pg=PA118&lpg=PA118&dq=kaustiken&source=bl&ots=fTgU66SzIU&sig=KzjQ_nTA4DYXFUWGEQE1zTFj-3E&hl=de&sa=X&ei=l083VdnbOMTLaICWgdgI&ved=0CCgQ6AEwAjgK#v=onepage&q=kaustiken&f=false http://www.dualheights.se/caustics/ http://www.ogre3d.org/tikiwiki/Hydrax http://forum.unity3d.com/threads/animated-underwater-caustic-tutorial.85875/ http://www.ogre3d.org/forums/viewtopic.php?f=13&t=69666 https://forums.oculus.com/viewtopic.php?t=1374&start=20 http://en.wikipedia.org/wiki/Multiangle_light_scattering https://medium.com/community-play-3d/god-rays-whats-that-5a67f26aeac2 http://fabiensanglard.net/lightScattering/ http://en.wikipedia.org/wiki/Video_post-processing http://en.wikipedia.org/wiki/Shader#Pixel_shaders http://en.wikipedia.org/wiki/Shading_language