ABSTRACT

Rendering realistic clouds has always been a desired feature for a variety of applications, from computer games to flight simulators. Clouds consist of innumerable tiny water droplets that scatter light. Rendering clouds is challenging because photons are typically scattered multiple times before they leave the cloud. Despite the impressive performance of today’s GPUs, accurately modeling multiple scattering effects is prohibitively expensive, even for offline renderers. Thus, realtime methods rely on greatly simplified models.