A realtime volumetric renderer for clouds using raymarching done purely through HLSL. This project was first inspired by Sebastian Lagues Video on the same topic (Video)
This is a reimplementation of the cloud rendering technique first demonstrated by Andrew Schneider in his Siggraph 2015 presentation [1] /Chapter 4 of GPU Pro 7 [2] on the Real-time Volumetric Cloudscapes of Horizon: Zero Dawn, as well as his Siggraph 2017 presentation [3].
ResultThe above gif shows the results I achieved at the current stage, this is not a complete reimplementation of the techniques metioned.
TODO:
- None of the optimization techniques mentioned in [3] has been implemented yet.
- The lighting is not yet ideal.
[1] Schneider A. (2015). The Real-time Volumetric Cloudscapes of Horizon: Zero Dawn
[2] Schneider A. (2016). GPU Pro 7, Real-time Volumetric Cloudscapes, chapter 4, pages 97–127. CRC press.
[3] Schneider A. (2017). Nubis: Authoring Real-time Volumetric Cloudscapes with the Decima Engine
