About this project
This is an implementation of a complete atmospheric model and renderer with support of multiple scattering approximation that gives the sky its specific sky-blue color, sun transmittance, aerial-perspective, soft shadows, dynamic time of day, dynamic volumetric clouds with variable sizes, types and coverage and screen space god rays approximation. All that and more running under 1.5 ms on RTX 4080. This code is a part of my masters thesis called ‘Realistic atmosphere rendering’.
Source code can be found on my github.
Performance
RTX 2060 | RTX 3060 | RTX 4080 | |
---|---|---|---|
Clouds | 3.421 ms | 3.008 ms | 0.755 ms |
Transmittance LUT | 0.141 ms | 0.127 ms | 0.034 ms |
Multiple scattering LUT | 0.414 ms | 0.371 ms | 0.259 ms |
Sky View LUT | 0.026 ms | 0.024 ms | 0.010 ms |
Aerial perspective LUT | 0.095 ms | 0.097 ms | 0.080 ms |
Occlusion mask | 0.631 ms | 0.615 ms | 0.161 ms |
Radial blur | 0.154 ms | 0.150 ms | 0.040 ms |
Sky View LUT up-sample | 0.081 ms | 0.076 ms | 0.020 ms |
Composition | 0.174 ms | 0.128 ms | 0.032 ms |
Postprocessing | 0.069 ms | 0.069 ms | 0.017 ms |
Total frame (with terrain) | 6.438 ms | 5.758 ms | 1.773 ms |
Gallery
References
- The Real-time Volumetric Cloudscapes of Horizon Zero Dawn
- Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite
- Nubis: Authoring Real-Time Volumetric Cloudscapes with the Decima Engine
- A Scalable and Production Ready Sky and Atmosphere Rendering Technique
- Volumetric Light Scattering as a Post-Process