davidyu / Robinson

real-time forward rendering engine in TypeScript/WebGL2
MIT License
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Sky demo #7

Closed davidyu closed 6 years ago

davidyu commented 7 years ago

Cloud rendering resources:

Light Scattering for Clouds Clouds in Horizon: Zero Dawn Volumetric Clouds (survey)

davidyu commented 7 years ago

Cloud rendering is, in general, based on compositing layers of noise. It seems like common practice to make the noise tileable and cache them as textures for speed.

https://gamedev.stackexchange.com/questions/23625/how-do-you-generate-tileable-perlin-noise https://www.gamedev.net/forums/topic/642794-tileable-fbm-noise/ https://pdfs.semanticscholar.org/b438/d0b5b7d5b6844408ce16128d14dfafadd772.pdf http://weber.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf

Noise implementation resource