Real‐Time Cloud Rendering

  title={Real‐Time Cloud Rendering},
  author={Mark J. Harris and Anselmo Lastra},
  journal={Computer Graphics Forum},
This paper presents a method for realistic real-time rendering of clouds suitable for flight simulation and games. [] Key Method Impostors are used to accelerate cloud rendering by exploiting frame-to-frame coherence in an interactive flight simulation. Impostors are shown to be particularly well suited to clouds, even in circumstances under which they cannot be applied to the rendering of polygonal geometry. The method allows hundreds of clouds and hundreds of thousands of particles to be rendered at high…

Real-Time Cloud Rendering for Games

A cloud illumination algorithm that approximates multiple forward scattering in a preprocess, and first order anisotropic scattering at runtime is described that improves interaction with clouds by reducing artifacts introduced by direct particle rendering.

Real-time rendering of dynamic clouds

This paper presents a fast cloud rendering method for dynamic scenes, where cloud shapes and lighting environments dynamically change, by introducing the 3D attenuation buffer and re-arranging the algorithm to improve the rendering speeds of dynamic clouds.

A Simple Real-Time Method for Modeling and Rendering Clouds

  • Xiaoyan HuBo Sun Yunfeng Wu
  • Computer Science
    2009 International Conference on Computational Intelligence and Software Engineering
  • 2009
By using this method one can create a cloud very quickly and control the cloud shape in an easy way and it does not require any preprocess to shade the cloud.

Real-Time Realistic Illumination and Rendering of Cumulus Clouds

This paper proposes an efficient and computationally inexpensive phenomenological approach for modelling and rendering cumulus clouds, by drawing on several approaches that are combine and extend.

Fast and Realistic Display of Clouds Using a Recording Matrix

In order to display visually convincing self-shading properties of clouds, multiple scattering among their internal particles is taken into account with the help of a recording matrix, which only requires small intermediate saving space.

Real-time Rendering of Endless Cloud Animation

A real-time animation method for dynamic clouds illuminated by sunlight and skylight with multiple scattering to create endless animations of dynamic clouds using Video Textures and GPU.

Real-time Realistic Illumination and Shading of Stratiform Clouds

This work presents a novel approach for capturing the important effects of multiple anisotropic Mie scattering within cloud layers (i.e., stratiform clouds), and the inter-reflections between the ground and the cloud base under sun and sky illumination.

A Fast Rendering Method of Clouds Using Shadow-View Slices

An efficient rendering method is proposed for the rendering of clouds suitable for graphics hardware by taking into account the single scattering of light, shadows on the ground, and shafts of light through the clouds.

Realistic Simulation of 3 D Cloud

The Coupled Map Lattice (CML) is adopted for the modeling of cloud, and the simulation of light scattering in clouds is achieved by using a series of spherical harmonics and spherical harmonic coefficients that represent incident-light distribution.

Realistic and Fast Cloud Rendering

  • Niniane Wang
  • Computer Science, Environmental Science
    J. Graphics, GPU, & Game Tools
  • 2004
A cloud system that extends texture splatting on particles to model a dozen cloud types, an improvement over earlier systems that modeled only one type of cumulus, and introduces a way to simulate cloud form ation and dissipation using texture splatted particles.



Real-time Rendering of 3D Clouds

This paper presents an algorithm based on Gardner's work that can render perspectively-correct 3D clouds in real time on current graphics hardware with the use of 3D ellipsoids as primitives.

A simple, efficient method for realistic animation of clouds

This paper proposes a simple and computationally inexpensive method for animation of clouds that can realize the realistic motion of clouds, shadows cast on the ground, and shafts of light through clouds.

Rendering and animation of gaseous phenomena by combining fast volume and scanline A-buffer techniques

A new algorithm for realistically modeling and animating gaseous phenomena and taking into consideration self-shadowing of the volumes is presented, providing true three-dimensional volumes of gas.

Footprint evaluation for volume rendering

A forward mapping rendering algorithm to display regular volumetric grids that may not have the same spacings in the three grid directions is presented, which can support perspective without excessive cost, and support adaptive resampling of the three-dimensional data set during image generation.

Approximate and probabilistic algorithms for shading and rendering structured particle systems

Detail enhances the visual richness and realism of computer-generated images. Our stochastic modelling approach, called particle systems, builds complex pictures from sets of simple, volume-filling

Optical Models for Direct Volume Rendering

  • N. Max
  • Physics
    IEEE Trans. Vis. Comput. Graph.
  • 1995
This tutorial survey paper reviews several different models for light interaction with volume densities of absorbing, glowing, reflecting, and/or scattering material, and provides the physical assumptions, applications for which it is appropriate, and calculation methods for solving them.

Ray tracing volume densities

New algorithms to trace objects represented by densities within a volume grid, e.g. clouds, fog, flames, dust, particle systems, suitable for use in computer graphics are presented.

Display of clouds taking into account multiple anisotropic scattering and sky light

An efficient calculation method for light scattering due to clouds taking into account both multiple scattering and sky light, and the modeling of clouds is described.

Light reflection functions for simulation of clouds and dusty surfaces

The statistical simulation of light passing through and being reflected by clouds of similar small particles is concerned, which can be applied to surfaces completely covered by dust and is therefore a physical basis for various theories of diffuse reflection.

Hierarchical image caching for accelerated walkthroughs of complex environments

A new method is presented that utilizes path coherence to accelerate walkthroughs of geometrically complex static scenes by constructing a BSP-tree that hierarchically partitions the geometric primitives in the scene.