Old course notes. In particular, see section 1.2.2, which explains the
important volume rendering integral.

Course notes from @Patapom2 , with explanations on participating mediums,
scattering, phase functions, and ray marching

deep opacity maps. Nice technique for rendering self-shadows,
in volumetric mediums such as hair and smoke. you render
several layers of shadow maps, basically.

volumetric rendering, based on voxelization of the scene.
Multiple scattering as a diffusion process.
Read chapter 9 in this book.
Read chapter 11 in PBR.
software.intel.com/sites/default/…
speeding up raymarching with epipolar sampling.

developer.nvidia.com/gpugems/GPUGem…
gpu gem, that describes full-screen method for rendering light shafts.

loopit.dk/rendering_insi…
about speeding up volumetric lighting, using blue noise. from @pixelmager

cdn2.unrealengine.com/Resources/file… …
shows nice technique for rendering godrays on even crappy mobile devices.
