How to render realistic volume cloud is a topic I always want to try. So far, I have implemented most of the basic cloud rendering technologies, and the effect looks good.
References:
Siggraph15_Schneider_Real-Time_Volumetric_Cloudscapes_of_Horizon_Zero_Dawn.pdf
A Ray-Box Intersection Algorithm and Efficient Dynamic Voxel Rendering.pdf
Wrenninge-OzTheGreatAndVolumetric.pdf
petal_20230307_012921.mp4
ScatteringB.mp4
GPU 3D Worley-Perlin noise and FBM Worley detail noise generator use compute shader.
HG phase function.
Multiple scattering approximate.
Split frame raymarching and reconstruction.(TODO)