
4
II
Real-Time Rendering of
Physically Based Clouds Using
Precomputed Scattering
Egor Yusov
4.1 Introduction
Rendering realistic clouds has always been a desired feature for a variety of appli-
cations, from computer games to flight simulators. Clouds consist of innumerable
tiny water droplets that scatter light. Rendering clouds is challenging because
photons are typically scattered multiple times before they leave the cloud. De-
spite the impressive performance of today’s GPUs, accurately modeling multiple
scattering effects is prohibitively expensive, even for offline renderers. Thus, real-
time methods rely on greatly simplified models.
Using camera-facing ...