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Convincing Cloud Rendering – An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite

Rurik Högfeldt
Göteborg : Chalmers tekniska högskola, 2016. 52 s.
[Examensarbete på avancerad nivå]

This thesis describes how real-time realistic and convincing clouds were implemented in the game engine Frostbite. The implementation is focused on rendering dense clouds close to the viewer while still supporting the old system for high altitude clouds. The new technique uses ray marching and a combination of Perlin and Worley noises to render dynamic volumetric clouds. The clouds are projected into a dome to simulate the shape of a planet's atmosphere. The technique has the ability to render from di erent viewpoints and the clouds can be viewed from both below, inside and above the atmosphere. The nal solution is able to render realistic skies with many di erent cloud shapes at di erent altitudes in real-time. This with completely dynamic lighting.

Publikationen registrerades 2016-09-14. Den ändrades senast 2016-09-14

CPL ID: 241770

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