Machine Learning-Driven Volumetric Cloud Rendering: Procedural Shader Optimization and Dynamic Lighting in Unreal Engine for Realistic Atmospheric Simulation
Shruti Singh, Shantanu Kumar

TL;DR
This paper presents a real-time volumetric cloud rendering shader in Unreal Engine that uses procedural noise and ray-casting for realistic lighting, achieving high visual fidelity and efficiency for immersive CG scenes.
Contribution
It introduces a novel shader that eliminates 2D weather textures, enabling flexible, realistic cloud and sky rendering with improved performance and visual quality.
Findings
Average rendering time of 35ms per frame
15% improvement in cloud realism over traditional methods
Effective dynamic lighting in real-time cloud visualization
Abstract
This study advances real-time volumetric cloud rendering in Computer Graphics (CG) by developing a specialized shader in Unreal Engine (UE), focusing on realistic cloud modeling and lighting. By leveraging ray-casting-based lighting algorithms, this work demonstrates the practical application of a dual-layered procedural noise model, eliminating the need for conventional two-dimensional (2D) weather textures. The shader allows for procedurally configured skies with a defined parameter set, offering flexibility for both artistic expression and realistic simulation. Empirical results reveal that the shader achieves an average rendering time of 35ms per frame while maintaining high visual accuracy and scene realism. Visual fidelity assessments indicate a 15% improvement in cloud realism over traditional 2D techniques, particularly in dynamic lighting scenarios. This research contributes to…
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Taxonomy
TopicsComputer Graphics and Visualization Techniques
