Open pjcozzi opened 7 years ago
One link I find interesting (billboard based method) is dead on the Vterrain page. Here is a the paper http://twvideo01.ubm-us.net/o1/vault/gdc04/slides/realistic_and_fast_cloud.pdf
How it's done in GeoFS:
@xtassin awesome, thanks for the summary!
Hi all,
In regards to the Horizon Zero Dawn Volumetric Cloudscapes presentation https://www.guerrilla-games.com/read/the-real-time-volumetric-cloudscapes-of-horizon-zero-dawn, I worked on implementing this as a C++ plugin in Nuke during my Pixar internship this past summer. A couple other GPU current students and I (Aman Sachan, Joe Klinger, and Dan McCann) are planning to implement this for our final project this semester as well.
The 2015 presentation offers great insight on the approach overall, as well as the motivations behind it. It essentially breaks down into the following sections:
The GPU Pro 7 book https://www.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/149874253X contains a more descriptive article based on this presentation and goes into a little more implementation detail. So this book would be another great resource.
Let me know if you have any other questions! -Meghana
On Fri, Nov 3, 2017 at 8:04 AM, Patrick Cozzi notifications@github.com wrote:
@xtassin https://github.com/xtassin awesome, thanks for the summary!
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-- Meghana Seshadri M.S.E., Computer Graphics and Game Technology University of Pennsylvania School of Engineering and Applied Science meghana.seshadri@gmail.com
@MegSesh great summary, thanks so much for the notes! @immiao, @byumjin, and I will stay in touch as this moves forward.
Great final project idea as well!
CC #797 - some WebGL 2 features like 3D textures will be required - we can have a fallback for WebGL 1.
Forum discussion: https://groups.google.com/forum/#!topic/cesium-dev/Hpzap5oNKJg
Repo for weather API integration by @immiao: https://github.com/immiao/cesium-weather
@immiao could you please evaluate these weather APIs:
Sure!
@immiao NASA is also a great source of weather data, please evaluate:
Related killer projects by CIS 565 students
Our project has been renamed to Meteoros https://github.com/Aman-Sachan-asach/Meteoros.
Best, Aman Sachan
On Tue, 5 Dec 2017 at 09:15 Patrick Cozzi notifications@github.com wrote:
Related killer projects by CIS 565 students
- Real-time Cloudscape Rendering in Vulkan https://github.com/Aman-Sachan-asach/Vulkan_Cloudscape_Rendering by @Aman-Sachan-asach https://github.com/aman-sachan-asach and @MegSesh https://github.com/megsesh
- Marshmallow - Vulkan-based implementation of clouds from Decima Engine https://github.com/mccannd/Project-Marshmallow by @klingerj https://github.com/klingerj and @mccannd https://github.com/mccannd
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Not sure if this'll be relevant, but it's cool and well written, Mapbox blogpost on wind sim: https://blog.mapbox.com/how-i-built-a-wind-map-with-webgl-b63022b5537f
some WebGL 2 features like 3D textures will be required - we can have a fallback for WebGL 1.
Reading through the Horizon Zero Dawn presentation, theoretically couldn't we pack the 3D texture to 2D? Back-of-the-envelope math, 128^3 takes much less GPU memory than 2048^2. Would it be too slow though? [EDIT] b/c maybe there's trilinear interpolation in hardware or something for Webgl 2 3D textures...
Packing into a 2D texture could be fine. For example, see "Real-Time Volumetric Lighting for WebGL" - https://github.com/WebGLInsights/WebGLInsights.github.io/releases/download/v1.0/WebGL.Insights.-.Patrick.Cozzi.pdf
Just as a note, the 3D textures define the cloud using all the input parameters that are provided by the the weather map. The weather map described in the paper was a 512*512 texture that defined a 100,000sq km. Or the weather map can be replaced by a simulation. So over all if you pack the cloud textures (low frequency 3D texture, high frequency 3D texture, and a 2D curl noise texture), it should not be that terrible in terms of memory. Also, apparently the original authors weren't able to perfect it to the point that they could ship it with the game.
On Mon 18 Dec, 2017, 12:53 PM Patrick Cozzi, notifications@github.com wrote:
Packing into a 2D texture could be fine. For example, see "Real-Time Volumetric Lighting for WebGL" - https://github.com/WebGLInsights/WebGLInsights.github.io/releases/download/v1.0/WebGL.Insights.-.Patrick.Cozzi.pdf
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@immiao @byumjin this would be a great real-time rendering project for the winter/spring!
Phase 1 - billboards
Phase 2 - Volumetric clouds
Later
Resources
Inspiration from GeoFS
@ron-popov and @yotam180 may have input.
Cloud rendering
Cesium rendering engine