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This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -61,6 +61,7 @@ * ["Adaptive Sampling Diagram" by Huw Bowles & Daniel Zimmermann](https://www.shadertoy.com/view/llXSD7) * ["Structured Vol Sampling" by Huw Bowles, Daniel Zimmermann & Beibei Wang](https://www.shadertoy.com/view/Mt3GWs) * ["Structured Sampling Diagram" by Huw Bowles, Daniel Zimmermann & Beibei Wang](https://www.shadertoy.com/view/ll3GWs) * ["Ephemeris" by ConfettiFX](https://github.com/ConfettiFX/Custom-Middleware) [Abad06]: http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.89.7917&rep=rep1&type=pdf -
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This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -28,14 +28,16 @@ * Convincing Cloud Rendering. An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite [[Hogfeldt16]] * Interactive multiple anisotropic scattering in clouds [[Bouthors08]] * Real-Time Cloud Rendering [[Harris01]] * Real-time rendering of volumetric clouds [[Haggstrom18]] * Simulation of Cloud Dynamics on Graphics Hardware [[Harris03]] ## Presentations * A Novel Sampling Algorithm for Fast and Stable Real-Time Volume Rendering [[Bowles15]] * Creating the Atmospheric World of Red Dead Redemption 2: A Complete and Integrated Solution [[Bauer19]] * Decima Engine: Advances in Lighting and AA (Atmospheric Height Fog, pages 17-27) [[Ishiyama17]] * High-Performance Rendering of Realistic Cumulus Clouds Using Pre-Computed Lighting [[Yusov14]] * Nubis: Authoring Real-Time Volumetric Cloudscapes with the Decima Engine [[Schneider17a]] [[Schneider17b]] * Nubis: Realtime Volumetric Cloudscapes In A Nutshell [[Schneider18a]] [[Schneider18b]] * Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite [[Hillaire16a]] * Real-time Rendering of Physics-Based Clouds using Precomputed Scattering [[Yusov15]] * Real-time Volumetric Cloudscapes of Horizon: Zero Dawn [[Schneider15]] @@ -57,6 +59,8 @@ * ["Cloud Phase function comparison" by Thomas Schander](https://www.shadertoy.com/view/4sjBDG) * ["Sample Pinning" by Huw Bowles & Daniel Zimmermann](https://www.shadertoy.com/view/XdfXzn) * ["Adaptive Sampling Diagram" by Huw Bowles & Daniel Zimmermann](https://www.shadertoy.com/view/llXSD7) * ["Structured Vol Sampling" by Huw Bowles, Daniel Zimmermann & Beibei Wang](https://www.shadertoy.com/view/Mt3GWs) * ["Structured Sampling Diagram" by Huw Bowles, Daniel Zimmermann & Beibei Wang](https://www.shadertoy.com/view/ll3GWs) [Abad06]: http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.89.7917&rep=rep1&type=pdf @@ -89,7 +93,11 @@ [Hillaire16a]: http://blog.selfshadow.com/publications/s2016-shading-course/hillaire/s2016_pbs_frostbite_sky_clouds.pptx [Hillaire16b]: https://media.contentapi.ea.com/content/dam/eacom/frostbite/files/s2016-pbs-frostbite-sky-clouds-new.pdf [Hogfeldt16]: http://publications.lib.chalmers.se/records/fulltext/241770/241770.pdf [Haggstrom18]: http://www.diva-portal.org/smash/get/diva2:1223894/FULLTEXT01.pdf [Schneider15]: http://advances.realtimerendering.com/s2015/The%20Real-time%20Volumetric%20Cloudscapes%20of%20Horizon%20-%20Zero%20Dawn%20-%20ARTR.pdf [Schneider17a]: http://advances.realtimerendering.com/s2017/Nubis%20-%20Authoring%20Realtime%20Volumetric%20Cloudscapes%20with%20the%20Decima%20Engine%20-%20Final%20.pdf [Schneider17b]: http://advances.realtimerendering.com/s2017/Nubis%20-%20Authoring%20Realtime%20Volumetric%20Cloudscapes%20with%20the%20Decima%20Engine%20-%20Final.pptx [Schneider18a]: https://d1z4o56rleaq4j.cloudfront.net/downloads/large/Nubis%20-%20Realtime%20Volumetric%20Cloudscapes%20In%20A%20Nutshell.pptx [Schneider18b]: https://www.youtube.com/watch?v=-d8qT5-1LOI [Yusov14]: http://www.highperformancegraphics.org/2014/wp-content/uploads/sites/3/2014/07/Yusov-Clouds.pdf [Yusov15]: http://gpupro.blogspot.ca/2015/01/gpu-pro-6-real-time-rendering-of.html -
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This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -31,6 +31,8 @@ * Simulation of Cloud Dynamics on Graphics Hardware [[Harris03]] ## Presentations * A Novel Sampling Algorithm for Fast and Stable Real-Time Volume Rendering [[Bowles15]] * Creating the Atmospheric World of Red Dead Redemption 2: A Complete and Integrated Solution [[Bauer19]] * Decima Engine: Advances in Lighting and AA (Atmospheric Height Fog, pages 17-27) [[Ishiyama17]] * High-Performance Rendering of Realistic Cumulus Clouds Using Pre-Computed Lighting [[Yusov14]] * Nubis: Authoring Real-Time Volumetric Cloudscapes with the Decima Engine [[Schneider17]] @@ -53,12 +55,16 @@ * ["Clouds" by iq](https://www.shadertoy.com/view/XslGRr) * ["VolumetricIntegration" by SebH](https://www.shadertoy.com/view/XlBSRz) * ["Cloud Phase function comparison" by Thomas Schander](https://www.shadertoy.com/view/4sjBDG) * ["Sample Pinning" by Huw Bowles & Daniel Zimmermann](https://www.shadertoy.com/view/XdfXzn) * ["Adaptive Sampling Diagram" by Huw Bowles & Daniel Zimmermann](https://www.shadertoy.com/view/llXSD7) [Abad06]: http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.89.7917&rep=rep1&type=pdf [Bauer19]: http://advances.realtimerendering.com/s2019/slides_public_release.pptx [Bodare14]: http://publications.lib.chalmers.se/records/fulltext/203057/203057.pdf [Bouthors06]: http://www-evasion.imag.fr/Publications/2006/BNL06/bnl06-elec.pdf [Bouthors08]: http://www-evasion.imag.fr/Publications/2008/BNMBC08/clouds.pdf [Bowles15]: http://advances.realtimerendering.com/s2015/siggraph15_volsampling.pptx [Bruneton08]: https://hal.inria.fr/file/index/docid/288758/filename/article.pdf [Bruneton16]: https://arxiv.org/pdf/1612.04336.pdf [Bruneton17]: https://ebruneton.github.io/precomputed_atmospheric_scattering/index.html -
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Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -7,19 +7,25 @@ * A fast, simple method to render sky color using gradients maps [[Abad06]] * A Framework for the Experimental Comparison of Solar and Skydome Illumination [[Kider14]] * A Method for Modeling Clouds based on Atmospheric Fluid Dynamics [[Miyazaki01]] * A Physically-Based Night Sky Model [[Jensen01]] * A Practical Analytic Model for Daylight [[Preetham99]] * A Qualitative and Quantitative Evaluation of 8 Clear Sky Models [[Bruneton16]] * Analytical sky simulation [[Kol12]] * CIE General Sky Standard Defining Luminance Distributions [[Darula02]] * Display of The Earth Taking into Account Atmospheric Scattering [[Nishita93]] * Display Method of the Sky Color Taking into Account Multiple Scattering [[Nishita96]] * Efficient and Dynamic Atmospheric Scattering [[Bodare14]] * Efficient Rendering of Atmospheric Phenomena [[Riley04]] * Precomputed Atmospheric Scattering [[Bruneton08]] * Real Time Rendering of Atmospheric Scattering Effects for Flight Simulators [[Nielsen03]] * Real-time realistic illumination and shading of stratiform clouds [[Bouthors06]] * Real-Time Rendering of Planets with Atmospheres [[Schafhitzel07]] * Rendering Parametrizable Planetary Atmospheres with Multiple Scattering in Real-Time [[Elek09]] * Single-Pass Rendering of Day and Night Sky Phenomena [[Muller12]] ### Clouds * A Simple, Efficient Method for Realistic Animation of Clouds [[Dobashi00]] * Convincing Cloud Rendering. An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite [[Hogfeldt16]] * Interactive multiple anisotropic scattering in clouds [[Bouthors08]] * Real-Time Cloud Rendering [[Harris01]] * Simulation of Cloud Dynamics on Graphics Hardware [[Harris03]] @@ -34,10 +40,10 @@ ## Course Notes * Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite [[Hillaire16b]] * Real-time Volumetric Rendering, course notes for Revision Demo Party [[Patapom13]] ## Articles * [In Praxis, Atmoshphere](http://reset-game.net/?p=284) * [Common Cloud Names, Shapes, and Altitudes](http://nenes.eas.gatech.edu/Cloud/Clouds.pdf) * [Bitsquid, Volumetric clouds](http://bitsquid.blogspot.jp/2016/07/volumetric-clouds.html) @@ -50,27 +56,34 @@ [Abad06]: http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.89.7917&rep=rep1&type=pdf [Bodare14]: http://publications.lib.chalmers.se/records/fulltext/203057/203057.pdf [Bouthors06]: http://www-evasion.imag.fr/Publications/2006/BNL06/bnl06-elec.pdf [Bouthors08]: http://www-evasion.imag.fr/Publications/2008/BNMBC08/clouds.pdf [Bruneton08]: https://hal.inria.fr/file/index/docid/288758/filename/article.pdf [Bruneton16]: https://arxiv.org/pdf/1612.04336.pdf [Bruneton17]: https://ebruneton.github.io/precomputed_atmospheric_scattering/index.html [Darula02]: http://mathinfo.univ-reims.fr/IMG/pdf/other2.pdf [Dobashi00]: http://nis-ei.eng.hokudai.ac.jp/~doba/papers/sig00_cloud.pdf [Elek09]: http://www.cescg.org/CESCG-2009/papers/PragueCUNI-Elek-Oskar09.pdf [Harris01]: http://www.markmark.net/PDFs/RTClouds_HarrisEG2001.pdf [Harris03]: http://www.markmark.net/cloudsim/harrisGH2003.pdf [Ishiyama17]: http://advances.realtimerendering.com/s2017/DecimaSiggraph2017.pdf [Jensen01]: http://www.graphics.stanford.edu/papers/nightsky/nightsky.pdf [Kider14]: http://www.yiningkarlli.com/projects/skydomecompare/Kider2014.pdf [Kol12]: http://timothykol.com/pub/sky.pdf [Miyazaki01]: http://nis-ei.eng.hokudai.ac.jp/~doba/papers/PG2001_CML.pdf [Muller12]: https://hpi.de/fileadmin/user_upload/fachgebiete/doellner/publications/2012/MED12/paper_1056_cr.pdf [Nielsen03]: http://www2.imm.dtu.dk/pubdb/views/edoc_download.php/2554/pdf/imm2554.pdf [Nishita93]: http://nishitalab.org/user/nis/cdrom/sig93_nis.pdf [Nishita96]: http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.75.5595&rep=rep1&type=pdf [Patapom13]: http://patapom.com/topics/Revision2013/Revision%202013%20-%20Real-time%20Volumetric%20Rendering%20Course%20Notes.pdf [Preetham99]: http://www.cs.utah.edu/~shirley/papers/sunsky/sunsky.pdf [Riley04]: http://wwwvis.informatik.uni-stuttgart.de/~kraus/preprints/egsr2004_riley.pdf [Schafhitzel07]: http://www.vis.uni-stuttgart.de/~schafhts/HomePage/pubs/wscg07-schafhitzel.pdf [Hillaire16a]: http://blog.selfshadow.com/publications/s2016-shading-course/hillaire/s2016_pbs_frostbite_sky_clouds.pptx [Hillaire16b]: https://media.contentapi.ea.com/content/dam/eacom/frostbite/files/s2016-pbs-frostbite-sky-clouds-new.pdf [Hogfeldt16]: http://publications.lib.chalmers.se/records/fulltext/241770/241770.pdf [Schneider15]: http://advances.realtimerendering.com/s2015/The%20Real-time%20Volumetric%20Cloudscapes%20of%20Horizon%20-%20Zero%20Dawn%20-%20ARTR.pdf [Schneider17]: http://advances.realtimerendering.com/s2017/Nubis%20-%20Authoring%20Realtime%20Volumetric%20Cloudscapes%20with%20the%20Decima%20Engine%20-%20Final%20.pdf [Yusov14]: http://www.highperformancegraphics.org/2014/wp-content/uploads/sites/3/2014/07/Yusov-Clouds.pdf [Yusov15]: http://gpupro.blogspot.ca/2015/01/gpu-pro-6-real-time-rendering-of.html -
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Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -1,55 +1,76 @@ # Atmosphere / Clouds Rendering ## Research papers ### Atmosphere * A fast, simple method to render sky color using gradients maps [[Abad06]] * A Framework for the Experimental Comparison of Solar and Skydome Illumination [[Kider14]] * A Method for Modeling Clouds based on Atmospheric Fluid Dynamics [[Miyazaki01]] * A Practical Analytic Model for Daylight [[Preetham99]] * A Qualitative and Quantitative Evaluation of 8 Clear Sky Models [[Bruneton16]] * Display of The Earth Taking into Account Atmospheric Scattering [[Nishita93]] * Display Method of the Sky Color Taking into Account Multiple Scattering [[Nishita96]] * Efficient Rendering of Atmospheric Phenomena [[Riley04]] * Precomputed Atmospheric Scattering [[Bruneton08]] * Real Time Rendering of Atmospheric Scattering Effects for Flight Simulators [[Nielsen03]] * Real-time realistic illumination and shading of stratiform clouds [[Bouthors06]] * Real-Time Rendering of Planets with Atmospheres [[Schafhitzel07]] * Rendering Parametrizable Planetary Atmospheres with Multiple Scattering in Real-Time [[Elek09]] ### Clouds * A Simple, Efficient Method for Realistic Animation of Clouds [[Dobashi00]] * Interactive multiple anisotropic scattering in clouds [[Bouthors08]] * Real-Time Cloud Rendering [[Harris01]] * Simulation of Cloud Dynamics on Graphics Hardware [[Harris03]] ## Presentations * Decima Engine: Advances in Lighting and AA (Atmospheric Height Fog, pages 17-27) [[Ishiyama17]] * High-Performance Rendering of Realistic Cumulus Clouds Using Pre-Computed Lighting [[Yusov14]] * Nubis: Authoring Real-Time Volumetric Cloudscapes with the Decima Engine [[Schneider17]] * Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite [[Hillaire16a]] * Real-time Rendering of Physics-Based Clouds using Precomputed Scattering [[Yusov15]] * Real-time Volumetric Cloudscapes of Horizon: Zero Dawn [[Schneider15]] ## Course Notes * Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite [[Hillaire16b]] ## Articles * [Real-time Volumetric Rendering Course Notes](http://patapom.com/topics/Revision2013/Revision%202013%20-%20Real-time%20Volumetric%20Rendering%20Course%20Notes.pdf) * [In Praxis, Atmoshphere](http://reset-game.net/?p=284) * [Common Cloud Names, Shapes, and Altitudes](http://nenes.eas.gatech.edu/Cloud/Clouds.pdf) * [Bitsquid, Volumetric clouds](http://bitsquid.blogspot.jp/2016/07/volumetric-clouds.html) * [Eric Bruneton, "Precomputed Atmospheric Scattering: a New Implementation"](https://ebruneton.github.io/precomputed_atmospheric_scattering/index.html) ## Demos * ["Clouds" by iq](https://www.shadertoy.com/view/XslGRr) * ["VolumetricIntegration" by SebH](https://www.shadertoy.com/view/XlBSRz) * ["Cloud Phase function comparison" by Thomas Schander](https://www.shadertoy.com/view/4sjBDG) [Abad06]: http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.89.7917&rep=rep1&type=pdf [Bouthors06]: http://www-evasion.imag.fr/Publications/2006/BNL06/bnl06-elec.pdf [Bouthors08]: http://www-evasion.imag.fr/Publications/2008/BNMBC08/clouds.pdf [Bruneton08]: https://hal.inria.fr/file/index/docid/288758/filename/article.pdf [Bruneton16]: https://arxiv.org/pdf/1612.04336.pdf [Bruneton17]: https://ebruneton.github.io/precomputed_atmospheric_scattering/index.html [Elek09]: http://www.cescg.org/CESCG-2009/papers/PragueCUNI-Elek-Oskar09.pdf [Dobashi00]: http://nis-ei.eng.hokudai.ac.jp/~doba/papers/sig00_cloud.pdf [Harris01]: http://www.markmark.net/PDFs/RTClouds_HarrisEG2001.pdf [Harris03]: http://www.markmark.net/cloudsim/harrisGH2003.pdf [Ishiyama17]: http://advances.realtimerendering.com/s2017/DecimaSiggraph2017.pdf [Kider14]: http://www.yiningkarlli.com/projects/skydomecompare/Kider2014.pdf [Miyazaki01]: http://nis-ei.eng.hokudai.ac.jp/~doba/papers/PG2001_CML.pdf [Nielsen03]: http://www2.imm.dtu.dk/pubdb/views/edoc_download.php/2554/pdf/imm2554.pdf [Nishita93]: http://nishitalab.org/user/nis/cdrom/sig93_nis.pdf [Nishita96]: http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.75.5595&rep=rep1&type=pdf [Preetham99]: http://www.cs.utah.edu/~shirley/papers/sunsky/sunsky.pdf [Riley04]: http://wwwvis.informatik.uni-stuttgart.de/~kraus/preprints/egsr2004_riley.pdf [Schafhitzel07]: http://www.vis.uni-stuttgart.de/~schafhts/HomePage/pubs/wscg07-schafhitzel.pdf [Hillaire16a]: http://blog.selfshadow.com/publications/s2016-shading-course/hillaire/s2016_pbs_frostbite_sky_clouds.pptx [Hillaire16b]: https://media.contentapi.ea.com/content/dam/eacom/frostbite/files/s2016-pbs-frostbite-sky-clouds-new.pdf [Schneider15]: http://advances.realtimerendering.com/s2015/The%20Real-time%20Volumetric%20Cloudscapes%20of%20Horizon%20-%20Zero%20Dawn%20-%20ARTR.pdf [Schneider17]: http://advances.realtimerendering.com/s2017/Nubis%20-%20Authoring%20Realtime%20Volumetric%20Cloudscapes%20with%20the%20Decima%20Engine%20-%20Final%20.pdf [Yusov14]: http://www.highperformancegraphics.org/2014/wp-content/uploads/sites/3/2014/07/Yusov-Clouds.pdf [Yusov15]: http://gpupro.blogspot.ca/2015/01/gpu-pro-6-real-time-rendering-of.html -
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This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -13,6 +13,7 @@ * Real-Time Cloud Rendering [[Harris01]] * Real-time realistic illumination and shading of stratiform clouds [[Bouthors06]] * Real-Time Rendering of Planets with Atmospheres [[Schafhitzel07]] * Rendering Parametrizable Planetary Atmospheres with Multiple Scattering in Real-Time [[Elek09]] * Simulation of Cloud Dynamics on Graphics Hardware [[Harris03]] ## Presentations @@ -36,6 +37,7 @@ [Bouthors06]: http://www-evasion.imag.fr/Publications/2006/BNL06/bnl06-elec.pdf [Bouthors08]: http://www-evasion.imag.fr/Publications/2008/BNMBC08/clouds.pdf [Bruneton08]: https://hal.inria.fr/file/index/docid/288758/filename/article.pdf [Elek09]: http://www.cescg.org/CESCG-2009/papers/PragueCUNI-Elek-Oskar09.pdf [Dobashi00]: http://nis-ei.eng.hokudai.ac.jp/~doba/papers/sig00_cloud.pdf [Harris01]: http://www.markmark.net/PDFs/RTClouds_HarrisEG2001.pdf [Harris03]: http://www.markmark.net/cloudsim/harrisGH2003.pdf -
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This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -0,0 +1,53 @@ # Clouds Rendering ## Research papers * A fast, simple method to render sky color using gradients maps [[Abad06]] * A Method for Modeling Clouds based on Atmospheric Fluid Dynamics [[Miyazaki01]] * A Practical Analytic Model for Daylight [[Preetham99]] * A Simple, Efficient Method for Realistic Animation of Clouds [[Dobashi00]] * Display Method of the Sky Color Taking into Account Multiple Scattering [[Nishita96]] * Efficient Rendering of Atmospheric Phenomena [[Riley04]] * Interactive multiple anisotropic scattering in clouds [[Bouthors08]] * Precomputed Atmospheric Scattering [[Bruneton08]] * Real Time Rendering of Atmospheric Scattering Effects for Flight Simulators [[Nielsen03]] * Real-Time Cloud Rendering [[Harris01]] * Real-time realistic illumination and shading of stratiform clouds [[Bouthors06]] * Real-Time Rendering of Planets with Atmospheres [[Schafhitzel07]] * Simulation of Cloud Dynamics on Graphics Hardware [[Harris03]] ## Presentations * High-Performance Rendering of Realistic Cumulus Clouds Using Pre-Computed Lighting [[Yusov14]] * Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite [[Hillaire16]] * Real-time Rendering of Physics-Based Clouds using Precomputed Scattering] [[Yusov15]] * Real-time Volumetric Cloudscapes of Horizon: Zero Dawn [[Schneider15]] ## Articles * [Real-time Volumetric Rendering Course Notes](http://patapom.com/topics/Revision2013/Revision%202013%20-%20Real-time%20Volumetric%20Rendering%20Course%20Notes.pdf) * [In Praxis, Atmoshphere](http://reset-game.net/?p=284) * [Common Cloud Names, Shapes, and Altitudes](http://nenes.eas.gatech.edu/Cloud/Clouds.pdf) * [Bitsquid, Volumetric clouds](http://bitsquid.blogspot.jp/2016/07/volumetric-clouds.html) ## Demos * ["Clouds" by iq](https://www.shadertoy.com/view/XslGRr) * ["VolumetricIntegration" by SebH](https://www.shadertoy.com/view/XlBSRz) [Abad06]: http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.89.7917&rep=rep1&type=pdf [Bouthors06]: http://www-evasion.imag.fr/Publications/2006/BNL06/bnl06-elec.pdf [Bouthors08]: http://www-evasion.imag.fr/Publications/2008/BNMBC08/clouds.pdf [Bruneton08]: https://hal.inria.fr/file/index/docid/288758/filename/article.pdf [Dobashi00]: http://nis-ei.eng.hokudai.ac.jp/~doba/papers/sig00_cloud.pdf [Harris01]: http://www.markmark.net/PDFs/RTClouds_HarrisEG2001.pdf [Harris03]: http://www.markmark.net/cloudsim/harrisGH2003.pdf [Miyazaki01]: http://nis-ei.eng.hokudai.ac.jp/~doba/papers/PG2001_CML.pdf [Nielsen03]: http://www2.imm.dtu.dk/pubdb/views/edoc_download.php/2554/pdf/imm2554.pdf [Nishita96]: http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.75.5595&rep=rep1&type=pdf [Preetham99]: http://www.cs.utah.edu/~shirley/papers/sunsky/sunsky.pdf [Riley04]: http://wwwvis.informatik.uni-stuttgart.de/~kraus/preprints/egsr2004_riley.pdf [Schafhitzel07]: http://www.vis.uni-stuttgart.de/~schafhts/HomePage/pubs/wscg07-schafhitzel.pdf [Hillaire16]: http://blog.selfshadow.com/publications/s2016-shading-course/hillaire/s2016_pbs_frostbite_sky_clouds.pptx [Schneider15]: http://advances.realtimerendering.com/s2015/The%20Real-time%20Volumetric%20Cloudscapes%20of%20Horizon%20-%20Zero%20Dawn%20-%20ARTR.pdf [Yusov14]: http://www.highperformancegraphics.org/2014/wp-content/uploads/sites/3/2014/07/Yusov-Clouds.pdf [Yusov15]: http://gpupro.blogspot.ca/2015/01/gpu-pro-6-real-time-rendering-of.html