Re: [Algorithms] Cloud Rendering
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From: Philip B. <phi...@gm...> - 2010-04-13 04:32:02
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Thanks Jim! Really really informative. On Tue, Apr 13, 2010 at 12:54 AM, Jim Drygiannakis < jd...@ma...> wrote: > Hi, > > Since you are looking for links and ideas I'll drop my two cents (long time > following the list, but this is my first post). > > 1) Cloud layer > a) Sky-rendering techniques - GameDev.net forums<http://www.gamedev.net/community/forums/topic.asp?topic_id=86024>: Old thread at gdnet but with some nice ideas. > b) Game Programming Gems v5, chapter 5.1, Realistic Cloud Rendering on > Modern GPUs : A technique similar to the above thread, but the lighting is > performed on the GPU (iirc). > > 2) 3D clouds > a) Interactive multiple anisotropic scattering in clouds<http://www-evasion.imag.fr/Publications/2008/BNMBC08/clouds.pdf>: Really nice looking clouds, but I don't remember any of the details. > b) Realistic and Fast Cloud Rendering <http://niniane.org/clouds/> : Used > in Flight Simulator 2004. Nice shapes (artist driven), cheap-and-dirty > lighting > c) Real-time Atmospheric Effects in Games Revisited<http://ati.amd.com/developer/gdc/2007/D3DTutorial_Crytek.pdf>: The above technique as it's used in Crysis. > d) Mark Harris' cloud rendering technique<http://www.markmark.net/clouds/index.html>: Pretty old but still really good. Source code > included <http://www.markmark.net/SkyWorks/>. > > I'm sure I had more of those but I unfortunately I haven't added them to my > bookmark list. > > 3) Sky color > a) A Practical Analytic Model for Daylight<http://www.cs.utah.edu/%7Eshirley/papers/sunsky/>: Preetham's classic paper. The model is simple but it's quite difficult to > configure in order to get nice colors. > b) Rendering Outdoor Light Scattering in Real-time<http://ati.amd.com/developer/dx9/ATI-LightScattering.pdf>: A way to implement the above paper using the GPU. > c) A Critical Review of the Preetham Skylight Model<http://wscg.zcu.cz/WSCG2007/Papers_2007/short/E59-full.pdf>: What the title says :) > d) Display of the Earth Taking into Account Atmospheric Scattering<http://nis-lab.is.s.u-tokyo.ac.jp/%7Enis/cdrom/sig93_nis.pdf>: Another classic paper by Nishita et al. The model might look a bit complex > but it gives really nice results. > e) Real-time Rendering of Planets with Atmosphere<http://www.vis.uni-stuttgart.de/%7Eschafhts/HomePage/pubs/wscg07-schafhitzel.pdf>: IIRC this describes a way to implement Nishita's method using the GPU. > Might worth a read. > f) Precomputed Atmospheric Scattering<http://www-ljk.imag.fr/Publications/Basilic/com.lmc.publi.PUBLI_Article@11e7cdda2f7_f64b69/index_en.html>: Really nice implementation of Nishita's method (iirc) on the GPU. Supports > multiple scattering and the sun can be moved with no run-time overhead. A > bit shader heavy though. > > Note that you can simplify Nishita's model (and all the derived > implementations) a lot if you are not interested in planet rendering. I.e. > for an FPS style game you can safely assume that the observer is always at > (e.g.) (0, h, 0). > > That's it. You've probably already read/seen most of those, but you haven't > mentioned anything so I tried. Hope the above help you get started. > > JD > > > > > > On Mon, Apr 12, 2010 at 6:11 PM, Zafar Qamar <zaf...@co...>wrote: > >> Hi, >> >> I’m trying to do some fairly realistic-looking cloud-rendering, in a 3D >> game. >> >> >> >> These are the main requirements... >> >> >> >> 1) Have a high-cloud layer that can range from 0 to full coverage >> >> 2) Have lower clouds (sprites) that fade&roll in and out and move >> around and are “lit by the Sun”, so the light can catch edges, and cause the >> other side to appear in shadow etc. >> >> 3) Have colours of the sky change, as the sun rises/sets etc >> >> >> >> Can anyone suggest any ideas/tips/tricks or links to help me in my quest? >> >> >> >> Your input would be very much appreciated. >> >> >> >> Cheers >> >> Zaf >> >> >> >> >> ********************************************************************************** >> Disclaimer >> >> >> The information and attached documentation in this e-mail is intended for the use of the addressee only and is confidential. 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