Abstract

This paper presents several new techniques for volumetric cloud rendering using efficient algorithms and data structures based on ray-tracing methods for cumulus generation, achieving an optimum balance between realism and performance. These techniques target applications such as flight simulations, computer games, and educational software, even with conventional graphics hardware. The contours of clouds are defined by implicit mathematical expressions or triangulated structures inside which volumetric rendering is performed. Novel techniques are used to reproduce the asymmetrical nature of clouds and the effects of light-scattering, with low computing costs. The work includes a new method to create randomized fractal clouds using a recursive grammar. The graphical results are comparable to those produced by state-of-the-art, hyper-realistic algorithms. These methods provide real-time performance, and are superior to particle-based systems. These outcomes suggest that our methods offer a good balance between realism and performance, and are suitable for use in the standard graphics industry.

Highlights

  • Dynamic rendering of realistic clouds has become very valuable for applications such as computer games featuring outdoor scenarios, flight simulation systems, and virtual reality environments.physics-based models of clouds need to solve the Navier–Stokes fluid dynamics equations and complex photo-realistic radiometric functions for lighting effects, which can prevent real-time rendering in modern graphics processing units (GPUs) [1,2], causing a lack of realism [3] or the absence of animation effects [4]

  • Our hypothesis is based on a multi-core processing approach that has arisen in recent years and the possibility of optimizing the complexity of the referenced algorithms with GPU and central processing unit (CPU) programming techniques

  • GPUs to evaluate the balance between performance and realism

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Summary

Introduction

Dynamic rendering of realistic clouds has become very valuable for applications such as computer games featuring outdoor scenarios, flight simulation systems, and virtual reality environments.physics-based models of clouds need to solve the Navier–Stokes fluid dynamics equations and complex photo-realistic radiometric functions for lighting effects, which can prevent real-time rendering in modern graphics processing units (GPUs) [1,2], causing a lack of realism [3] or the absence of animation effects [4]. The aim of our investigation is to confirm the hypothesis that it is possible to create an efficient, lightweight, and user-friendly model of real-time cloud rendering with an optimum balance between realism and performance, to be applied in the entertainment and educational industries even in situations where the graphical hardware is not very powerful. For this reason, our hypothesis is based on a multi-core processing approach that has arisen in recent years and the possibility of optimizing the complexity of the referenced algorithms with GPU and central processing unit (CPU) programming techniques

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