A Simple, Efficient Method for Realistic Animation of Clouds by Y. Dobashi, K. Kaneda, H. Yamashita, T. Okita, T. Nishita
Entry created by Andreas Jung. | The paper presents a technique to simulate cloud volumes in a simple and inexpensive fashion (boolean operations on a 3D-array). The paper also presents a rendering technique, which makes use of metaballs. Shafts of light are taken into account as well. The rendering algorithm is presented in pseudo-code. [IMO] The technique seems to be fairly simple, and the results are convincing. The technique should also scale well to parallel systems. It must be examined however, how the costs develop with large fields of clouds. The technique is not suitable for overcasted skies. The rendering algorithm seems to be too complicated for a serious flight simulator (sorting metaballs etc.), because clouds should make up only a small fraction of the overall computation. It must be examined, if there are suitable optimizations or simplifications possible with todays GPUs. |
Real-time Clouds Rendering Research by A. Bouthors, F. Neyret, N. Max, E. Bruneton, C. Crassin
Entry created by Andreas Jung. | State-of-the-art real time cloud rendering research. [IMO] Breathtaking... |
Realistic and Fast Cloud Rendering by Niniane Wang
Entry created by Andreas Jung. | Presents an artist driven approach for generation and rendering of clouds with negligible costs. [IMO] Definitly worth a look, although I'm not sure if this is the definite way to go. The clouds look realistc, but still very little bit artificial. |