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Overview 3D clouds are incredibly complicated and difficult to model or render, even in non-realtime. Cloud 'layers' are much easier, but they look too fake when you fly through them . Historical Notes, Presentations cloud slide from Ken Perlin's 1996 GDC hardware talk on noise Cloud Cover tutorial by Hugo Elias shows how to create reasonable-looking curved cloud layer textures, using Perlin noise
Sky / Atmospheric Rendering subsections: Clouds, Fog, Rain, and Lighting Sky Color Sky dome A common approach is to model a dome, and either apply a texture map or use vertex colors to provide the impression of a sky. a texture map dome can be extremely realistic looking, but has drawbacks: difficult to make it change with time of day if it contains pictures of clouds, they must be very distant cl
Triangulation of Simple Polygons Ben Discoe, notes from 2001.02.11, updated through 2009.01 I needed some code for tessellating polygons, which could be integrated into the VTP libraries, with the following desirable traits: portable no dependencies on large external libraries free (no restrictive license) in C/C++ easy to use preferably, handles 'holes' in the polygon Here are each of the optio
Water Rendering and Simulation The color of water is influenced by a very large number of factors, especially by sky color and light conditions, so it's radically different on a sunny day vs. an overcast day. Realtime: Academic Work Scalable Real-Time Animation of Rivers, 2011 Uses a pixel shader on overlapping tiles, with a 'flow' texture providing the speed, direction and size of the waves so
The dream of VTP was to foster the creation of tools for easily constructing any part of the real world in interactive, 3D digital form. This goal would require a synergetic convergence of the fields of CAD, GIS, visual simulation, surveying and remote sensing. VTP gathered information and tracked progress in areas such as procedural scene construction, feature extraction, and realtime rendering
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