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Last modified on 5/1/2016 11:18 AM by User.

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Clouds

Cloud Gate - Kind of what I visualize it to be like in the upper cloud level

Here is another: http://www.youtube.com/watch?v=dlKEp-z9yzM

SDKs (TruSKYSilverLining) are not likely compatible with our multiple-frustum

 

Cloud base is ~48km 1_barstow_pdf_14897.pdf

In that article are some nice pictures I hadn't seen about the lifecycle of the clouds, etc...

 

 

Whitepapers

clouds-jgt[1].pdf is a nice whitepaper about real-time rendering (includes the technique I was coming up with on my own which he calls the "imposter ring" 

Here is another RTCloudsForGames_HarrisGDC2002[1].pdf

Imposters - http://www.turbosquid.com/FullPreview/Index.cfm/ID/721752

Tracking map - http://www.turbosquid.com/FullPreview/Index.cfm/ID/608935

http://penguin.ewu.edu/RenderMan/RPS_15.0/volume_rendering.html

http://softimage.wiki.softimage.com/xsidocs/particles_shaders_ParticleVolumeICE.htm

Genetica cloud map - http://www.spiralgraphics.biz/packs/terrain_volcanic_gaseous/index.htm?1#anchor

So Genetica is 512x512 ... bases to tops are 10 km max... 32808.4 feet

Clouds are drawn last so they blend with background but they don't have to write Z ... need to work with A channel on render target front to back (sorted internally I suppose?)