---
title: "On Rendering the Sky, Sunsets, and Planets"
url: https://daily.dev/posts/on-rendering-the-sky-sunsets-and-planets-d0iudopxi
source_url: https://blog.maximeheckel.com/posts/on-rendering-the-sky-sunsets-and-planets
type: article
source: "Hacker News"
published: 2026-05-12T14:58:05.011Z
updated: 2026-05-28T02:13:53.258Z
tags: ["game-development", "react-three-fiber", "webdev"]
reading_time: 32
upvotes: 0
comments: 0
language: en
---

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# On Rendering the Sky, Sunsets, and Planets

**[Hacker News](https://daily.dev/sources/hn)** · 32 min read · 0 upvotes · 0 comments

## Summary

A deep-dive into implementing real-time atmospheric scattering in the browser using shaders and raymarching. Covers Rayleigh and Mie scattering, ozone absorption, and transmittance to render realistic sky domes and sunsets. Extends the technique into a post-processing effect for 3D scenes, then scales it to render full planetary atmospheres with ray-sphere intersection. Also explores eclipse handling, alien atmospheres (Mars), and a LUT-based optimization approach inspired by Sebastian Hillaire's production-ready technique, using Transmittance, Sky-view, and Aerial Perspective lookup tables to replace expensive nested raymarching loops with texture lookups.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://blog.maximeheckel.com/posts/on-rendering-the-sky-sunsets-and-planets>

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---

Tags: [#game-development](https://daily.dev/tags/game-development), [#react-three-fiber](https://daily.dev/tags/react-three-fiber), [#webdev](https://daily.dev/tags/webdev)

[View this post on daily.dev](https://daily.dev/posts/on-rendering-the-sky-sunsets-and-planets-d0iudopxi)
