
4
II
Real-Time Volumetric
Cloudscapes
Andrew Schneider
4.1 Overview
Real-time volumetric clouds in games usually pay for fast performance with a
reduction in quality. The most successful approaches are limited to low-altitude
fluffy and translucent stratus-type clouds. We propose a volumetric solution that
can fill a sky with evolving and realistic results that depict high-altitude cirrus
clouds and all of the major low-level cloud types, including thick, billowy cumu-
Figure 4.1. Several cloudscapes that were drawn in real time for the game Horizon:
Zero Dawn.
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