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Optimisations for Real-Time Volumetric Cloudscapes

Graphics 2016-09-20 v1

Abstract

Volumetric cloudscapes are prohibitively expensive to render in real time without extensive optimisations. Previous approaches render the clouds to an offscreen buffer at one quarter resolution and update a fraction of the pixels per frame, drawing the remaining pixels by temporal reprojection. We present an alternative approach, reducing the number of raymarching steps and adding a randomly jittered offset to the raymarch. We use an analytical integration technique to make results consistent with a lower number of raymarching steps. To remove noise from the resulting image we apply a temporal anti-aliasing implementation. The result is a technique producing visually similar results with 1/16 the number of steps.

Cite

@article{arxiv.1609.05344,
  title  = {Optimisations for Real-Time Volumetric Cloudscapes},
  author = {Alastair Toft and Huw Bowles and Daniel Zimmermann},
  journal= {arXiv preprint arXiv:1609.05344},
  year   = {2016}
}

Comments

3 pages, 3 figures

R2 v1 2026-06-22T15:52:57.172Z