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A collection of links to various materials on atmosphere / clouds rendering

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 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]
  • 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]

Course Notes

  • Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite [Hillaire16b]
  • Real-time Volumetric Rendering, course notes for Revision Demo Party [Patapom13]

Articles

Demos

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