Real-time Volumetric Clouds and Lighting Scattering in C++/OpenGL

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This is a showcase of my progress on real-time volumetric clouds and volumetric light scattering in a C++/OpenGL game engine.

How did I render the clouds, you ask?
Step 1 - Generate 3D worley noise texture (done on background thread)
Step 2 - Load texture into 3D sampler in shader
Step 3 - Ray-trace a projection plane in the sky, and another above it
Step 4 - Ray-march through the volume, gathering density samples from the texture.
Step 5 - Blend with background image based on density.

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