Atmosphere and Cloud Rendering in Real-time
This work presents an implementation of the rendering of the volumetric cloud and atmosphere. The implementation aims to combine and slightly alter previously published solutions to produce a single unified look. Raymarching was used as the main method to render both the atmosphere and clouds. An approach using multiple precomputed Look-up tables (LUTs) proposed by Sébastien Hillaire was used to render the atmosphere. This was combined with the option to render volumetric clouds using pre-computed three dimensional texture setup storing procedurally generated noise described by Andrew Schneider. The final solution is able to render images in high dynamic range before applying post-processing effects and using adaptive luminance to transform the image into LDR for presentation.
Dean's award for outstanding bachelor thesis