Optimisations for Real-Time Volumetric Cloudscapes
Alastair Toft, Huw Bowles, Daniel Zimmermann

TL;DR
This paper introduces a novel optimization technique for real-time volumetric cloud rendering that significantly reduces computational cost while maintaining visual quality through analytical integration and temporal anti-aliasing.
Contribution
It presents an alternative approach that decreases raymarching steps and employs analytical integration, achieving efficient real-time volumetric cloud rendering.
Findings
Produces visually similar cloudscapes with 1/16 the raymarching steps
Reduces rendering cost significantly compared to previous methods
Maintains image quality using temporal anti-aliasing
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.
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Taxonomy
TopicsComputer Graphics and Visualization Techniques · Advanced Vision and Imaging · Image and Video Quality Assessment
