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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

image

Screenshot 2023-03-06 105332

petal_20230307_012921.mp4
ScatteringB.mp4

Key technical points:

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)

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