A common cloud-rendering implementation in computer-games is based on having a library of cloud-images. However, recent development has shown that it is possible to implement 3-dimensional volumetric clouds on current consumer hardware. This thesis presents and evaluates a volumetric cloud implementation that aims to further improve aspects of the already published solutions. The implementation relies on multiple different textures (both 2-dimensionaland 3-dimensional) along with values and functions to create the shapes of the clouds. To visualize the clouds, a ray-marching algorithm was used to incrementally step through the cloud-volume, sample the density, and calculate the lighting. To optimize the implementation, different experiments...
The rendering of participating media is an interesting and important problem without a simple soluti...
Video games and visual effects have always the need for more realistic images of natural scenes, inc...
Current techniques for creating clouds in games and other real-time applications produce static, hom...
A common cloud-rendering implementation in computer-games is based on having a library of cloud-imag...
Rendering volumetric clouds is a compute-intensive process which makes it difficult to use in real-t...
With high quality in graphics being demanded a lot in modern video games, realistic clouds are noexc...
This paper presents several new techniques for volumetric cloud rendering using efficient algorithms...
The simulation of clouds can make virtual environments appear more realistic. This project produces ...
Title: Procedurally Generated Volumetric Cloudscapes for Unity Author: Jan Koblı́žek Department: De...
Volumetric cloud generation and rendering algorithms are well-developed to meet the need for a reali...
This paper presents an efficient method to render clouds in their natural dynamic (i.e.forming, diss...
AbstractModeling of realistic clouds always was one of the most important problems in creating any v...
Compared to the nineties where fast 3D graphics was the domain of expensive workstations, in the las...
Clouds play an important role in computer game and simulator scenes, but both rendering of clouds an...
The rendering of participating media still forms a big challenge for computer graphics. This remark ...
The rendering of participating media is an interesting and important problem without a simple soluti...
Video games and visual effects have always the need for more realistic images of natural scenes, inc...
Current techniques for creating clouds in games and other real-time applications produce static, hom...
A common cloud-rendering implementation in computer-games is based on having a library of cloud-imag...
Rendering volumetric clouds is a compute-intensive process which makes it difficult to use in real-t...
With high quality in graphics being demanded a lot in modern video games, realistic clouds are noexc...
This paper presents several new techniques for volumetric cloud rendering using efficient algorithms...
The simulation of clouds can make virtual environments appear more realistic. This project produces ...
Title: Procedurally Generated Volumetric Cloudscapes for Unity Author: Jan Koblı́žek Department: De...
Volumetric cloud generation and rendering algorithms are well-developed to meet the need for a reali...
This paper presents an efficient method to render clouds in their natural dynamic (i.e.forming, diss...
AbstractModeling of realistic clouds always was one of the most important problems in creating any v...
Compared to the nineties where fast 3D graphics was the domain of expensive workstations, in the las...
Clouds play an important role in computer game and simulator scenes, but both rendering of clouds an...
The rendering of participating media still forms a big challenge for computer graphics. This remark ...
The rendering of participating media is an interesting and important problem without a simple soluti...
Video games and visual effects have always the need for more realistic images of natural scenes, inc...
Current techniques for creating clouds in games and other real-time applications produce static, hom...