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Cloud Study by Luke Howard, 1802
Portrait / Art from the archive of the National Meteorological Library And Archive [UK]
Advances in Real-Time Rendering, Siggraph 2017
Out Of Darkness
Luke Howard, Meteorologist, 1802
[Hamblyn, 2001]
Cumulus
Stratus
Cirrus
Advances in Real-Time Rendering, Siggraph 2017
The Clouds
Renderings by Luke Howard
[Hamblyn, 2001]
The Clouds
Renderings by Luke Howard
8 km / 5 mi
4 km / 2.5 mi
1.5 km / .93 mi
Alto
Cirro
Advances in Real-Time Rendering, Siggraph 2017[Hamblyn, 2001]
Painting by Claude Joseph Vernet, 1772
Advances in Real-Time Rendering, Siggraph 2017
Cloud Rendering
“Computer graphics can present
us with imaginary worlds…
…But used with some reflection,
it can also help us to lift the veil
on natures secrets”
– P.H. Richter, 1970
Advances in Real-Time Rendering, Siggraph 2017
Computer Graphics
Advances in Real-Time Rendering, Siggraph 2017
Cloud Rendering
Early Real-Time Volumetric Clouds
• TrueSky [Simul, 2013]
• Reset Engine [Reset, 2012]
Advances in Real-Time Rendering, Siggraph 2017
Cloud Rendering
in-game render, 2015
SIGGRAPH 2017: Advances in Real-Time Rendering | Andrew Schneider & Nathan Vos | Guerrilla Games
NUBIS
Authoring Real-Time Volumetric Cloudscapes with the Decima Engine
Authoring
System Cloud
Density
Model
Cloud
Lighting
Model
Ray
March
Post
Process
Advances in Real-Time Rendering, Siggraph 2017
NUBIS | System Components
Authoring
System Cloud
Density
Model
Cloud
Lighting
Model
Ray
March
Post
Process
Advances in Real-Time Rendering, Siggraph 2017
NUBIS | System Components
Photograph
Advances in Real-Time Rendering, Siggraph 2017
NUBIS | Background
Photograph
Advances in Real-Time Rendering, Siggraph 2017
NUBIS | Background
Photograph
Advances in Real-Time Rendering, Siggraph 2017
NUBIS | Background
Photograph
Advances in Real-Time Rendering, Siggraph 2017
NUBIS | Background
Photograph
Advances in Real-Time Rendering, Siggraph 2017
NUBIS | Background
Video
Advances in Real-Time Rendering, Siggraph 2017
NUBIS | Background
Video
Advances in Real-Time Rendering, Siggraph 2017
NUBIS | Background
Photograph
Advances in Real-Time Rendering, Siggraph 2017
NUBIS | Background
Photograph
Advances in Real-Time Rendering, Siggraph 2017
NUBIS | Background
Photograph
Advances in Real-Time Rendering, Siggraph 2017
NUBIS | Background
Photograph
Advances in Real-Time Rendering, Siggraph 2017
NUBIS | Background
• Cloud type determined by vapor / heat
• Density changes / height
• Minus, Alto, Cirro
• Roiling, Tearing, Curling, Spreading
• Skewing by wind
Advances in Real-Time Rendering, Siggraph 2017
NUBIS | Density Model
Cloud Coverage Cloud Type
Advances in Real-Time Rendering, Siggraph 2017
NUBIS | Density Model
remap(value, original_min, original_max, new_min, new_max)
{
return new_min + (((value - original_min) / (original_max - original_min)) * (new_max - new_min))
}
stratus = remap(height, 0.0, 0.1, 0.0, 1.0) * remap(height, 0.2, 0.3, 1.0, 0.0)
Advances in Real-Time Rendering, Siggraph 2017
height
NUBIS | Density Model
type
0 1
CumulusStratocumulusStratus
remap(y, 0, .1, 0, 1) * remap(y, .2, .3, 1, 0)
Advances in Real-Time Rendering, Siggraph 2017
NUBIS | Density Model
StratusStratocumulusCumulus
Advances in Real-Time Rendering, Siggraph 2017in-game render
NUBIS | Density Model
Perlin-Worley1-WorleyPerlin
Advances in Real-Time Rendering, Siggraph 2017[Schneider, 2015]
NUBIS | Density Model
Perlin-Worley
GameDev.net Forum:
https://www.gamedev.net/forums/topic/680832-horizonzero-dawn-cloud-system
Sebastien Hillaire from Frostbite published a generator:
https://github.com/sebh/TileableVolumeNoise
perlin-worley = remap(perlin, 1.0 - worley, 1.0, 0.0, 1.0)
Advances in Real-Time Rendering, Siggraph 2017
NUBIS | Density Model
• Houdini Digital Asset
• Comes with instructions, batteries not included.
• Returns a tiling 2D Texture Array
http://bit.ly/nubisnoisegen
Advances in Real-Time Rendering, Siggraph 2017
NUBIS | Density Model
base_cloud = remap(low_freq_noise, high_freq_noise, 1.0, 0.0, 1.0)
[code implementation example in the slides]
Advances in Real-Time Rendering, Siggraph 2017
NUBIS | Density Model
Advances in Real-Time Rendering, Siggraph 2017in-game render
NUBIS | Density Model
coverage
0 1
cloud_with_coverage = remap(noise, cloud_coverage, 1.0, 0.0, 1.0)
Advances in Real-Time Rendering, Siggraph 2017
NUBIS | Density Model
Advances in Real-Time Rendering, Siggraph 2017in-game render
NUBIS | Density Model
Advances in Real-Time Rendering, Siggraph 2017in-game render
p += wind_direction * time_offset;
p += height_fraction * wind_direction * 500.0;
NUBIS | Density Model
Advances in Real-Time Rendering, Siggraph 2017in-game render
coverage = pow(coverage, remap(height, 0.7, 0.8, 1.0, lerp(1.0, 0.5, anvil_bias)));
NUBIS | Density Model
Authoring
System Cloud
Density
Model
Cloud
Lighting
Model
Ray
March
Post
Process
Advances in Real-Time Rendering, Siggraph 2017
NUBIS | Authoring System
Advances in Real-Time Rendering, Siggraph 2017Photograph
[Clausse & Facy, 1961]
NUBIS | Authoring System
N
S
W E
Advances in Real-Time Rendering, Siggraph 2017
NUBIS | Authoring System
Advances in Real-Time Rendering, Siggraph 2017in-game render
Perlin-WorleyPerlin
NUBIS | Authoring System
N
S
W E
Advances in Real-Time Rendering, Siggraph 2017
NUBIS | Authoring System
Cloud Map
“Cloudy”
Weather State
“Cloudy, Windy”
-Skew
-Anvil Shapes
-Movement Speed
-Movement Direction
-Cloud Density
Advances in Real-Time Rendering, Siggraph 2017
NUBIS | Authoring System
Painting by John Constable
“The Sky is the keynote and
chief organ of sentiment.”
– John Constable
Advances in Real-Time Rendering, Siggraph 2017
NUBIS | Authoring System
Advances in Real-Time Rendering, Siggraph 2017
Painting by Albert Bierstadt
NUBIS | Authoring System
Advances in Real-Time Rendering, Siggraph 2017
Photograph by Ansel Adams
NUBIS | Authoring System
• Set mood and tone for:
• Encounters
• Exploration
• Cutscenes
• Extend the landscape
• Art-Directable, Realistic structures
• Evolution of details, not cloud formations
• Changes in behavior based on Weather.
Advances in Real-Time Rendering, Siggraph 2017
NUBIS | Authoring System
Advances in Real-Time Rendering, Siggraph 2017in-game render
Cloud Map
NUBIS | Authoring System
Advances in Real-Time Rendering, Siggraph 2017in-game render
Cloud Map
NUBIS | Authoring System
Cloud Map
NUBIS | Authoring System
Advances in Real-Time Rendering, Siggraph 2017in-game render
Weather
Simulation
(Shader)
Controls
(Decima Editor)
RGB Texture
(Generated by the Weather Simulation)
Adjustments Cloud Map
(RGB Buffer)
Advances in Real-Time Rendering, Siggraph 2017
NUBIS | Authoring System
Advances in Real-Time Rendering, Siggraph 2017
NUBIS | Authoring System
in-game render
Weather State
“Cloudy”
Weather State
“Clear”
Weather State
“Storm”
Weather Cycle
Zone A
Weather Scheduler
Weather Cycle
“Big Boss Fight”
Advances in Real-Time Rendering, Siggraph 2017
NUBIS | Authoring System
Advances in Real-Time Rendering, Siggraph 2017in-game render
NUBIS | Authoring System
Advances in Real-Time Rendering, Siggraph 2017
NUBIS | Authoring System
Authoring
System Cloud
Density
Model
Cloud
Lighting
Model
Ray
March
Post
Process
Advances in Real-Time Rendering, Siggraph 2017
NUBIS | Cloud Lighting Model
“Clouds are bodies without surface.”
– Leonardo da Vinci
Advances in Real-Time Rendering, Siggraph 2017
Photograph
NUBIS | Cloud Lighting Model
Energy = exp( -density_along_light_ray )
Advances in Real-Time Rendering, Siggraph 2017
* HG( cos(θ), eccentricity)
Beer-Lambert Law
Absorption / Out-scattering
Henyey-Greenstein Phase Function
Scattering
NUBIS | Cloud Lighting Model
Absorption / Out-scatter
Probability
In-Scatter ProbabilityDirectional Scattering Probability
Advances in Real-Time Rendering, Siggraph 2017
NUBIS | Cloud Lighting Model
cos_angle = dot(normalize(light_vector), normalize(view_vector));
HenyeyGreenstein(cos_angle, eccentricity)
{
return ((1.0 - eccentricity * eccentricity) / pow((1.0 + eccentricity * eccentricity - 2.0 * eccentricity * cos_angle), 3.0 / 2.0)) / 4.0 * PI;
}
Advances in Real-Time Rendering, Siggraph 2017
NUBIS | Cloud Lighting Model
Advances in Real-Time Rendering, Siggraph 2017
90o
Energy = HG( cos(θ), eccentricity)
eccentricity = 0.6eccentricity = 1.0eccentricity = 0.6
Energy = max( HG( cos(θ), eccentricity), silver_intensity * HG( cos(θ), 0.99 – silver_spread))
++ --
in-game render
NUBIS | Cloud Lighting Model
Advances in Real-Time Rendering, Siggraph 2017
NUBIS | Cloud Lighting Model
Energy = exp( - density_along_light_ray)Energy = max( exp( - density_along_light_ray ), (exp(-density_along_light_ray * 0.25) * 0.7) )
Advances in Real-Time Rendering, Siggraph 2017
in-game render
[Wrenninge, 2013]
NUBIS | Cloud Lighting Model
Photograph
Advances in Real-Time Rendering, Siggraph 2017
*
NUBIS | Cloud Lighting Model
Advances in Real-Time Rendering, Siggraph 2017
in-game render
depth_probability = 0.05 + pow( lodded_density, remap( height, 0.3, 0.85, 0.5, 2.0 ))2.0 )
vertical_probability = pow( remap( height, 0.07, 0.14, 0.1, 1.0 ), 0.8 )
[code implementation example in the slides]
in-scatter_probability = depth_probability * vertical_probability
NUBIS | Cloud Lighting Model
Advances in Real-Time Rendering, Siggraph 2017in-game render
NUBIS | Cloud Lighting Model
Authoring
System Cloud
Density
Model
Cloud
Lighting
Model
Ray
March
Post
Process
Advances in Real-Time Rendering, Siggraph 2017
NUBIS | Ray-March Optimizations
[code implementation example in the slides]
Advances in Real-Time Rendering, Siggraph 2017
NUBIS | Ray-March Optimizations
Advances in Real-Time Rendering, Siggraph 2017
NUBIS | Ray-March Optimizations
Baseline + Reprojection
22 ms
LOD & Step Size
8.1 ms
Only Light Nonzero Density
3.34 ms
Advances in Real-Time Rendering, Siggraph 2017in-game render [ PS4 ]
NUBIS | Ray-March Optimizations
Ray-March Optimizations
3.34 ms
Cull Below Horizon
1.81 ms
Depth Culling
1.2 ms
Advances in Real-Time Rendering, Siggraph 2017in-game render [ PS4 ]
NUBIS | Ray-March Optimizations
Authoring
System Cloud
Density
Model
Cloud
Lighting
Model
Ray
March
Post
Process
Advances in Real-Time Rendering, Siggraph 2017
NUBIS | Post Processing
Advances in Real-Time Rendering, Siggraph 2017
Red = Direct Light Intensity
Green = Atmospheric Blend Factor
Blue = Ambient Light Intensity
Alpha = Alpha
in-game render
NUBIS | Post Processing
Advances in Real-Time Rendering, Siggraph 2017
atmospheric_blend_factor = GetAtmosphere(depth, angle)
in-game render
NUBIS | Post Processing
Advances in Real-Time Rendering, Siggraph 2017in-game render
NUBIS | Post Processing
Advances in Real-Time Rendering, Siggraph 2017in-game render
NUBIS | The Future
Rosa &
our kids &
and family.
• Thanks to:
• Nathan Vos
• Jan Bart van Beek
• Marijn Giesbertz
• Elco Vossers
• Coen Klosters
• Vlad Lopatin
• Felix van den Bergh
• Maarten van der Gaag
• Hugh Malan
• Giliam de Carpentier
• Kevin Ortegren
• Michal Valient
• Michiel van der Leeuw
• Hermen Hulst
• Angie Smets
• Kojima Productions
• Personal Thanks:
• Trevor Thomson
• Matthew Wilson
• Matthew Roach
• Carl Ludwig
• Hugo Ayala
• Donald Sajda & Jerry Ford
• Joe Pasquale, Malcom Kesson, Clarke Stallworth
• Tim McLaughlin
• Natalya Tatarchuk
• SideFX Software
• Colleagues around the Game and VFX industry
• The community
References: (in order of mention)
[Hamblyn, 2001] Richard Hamblyn, The Invention Of Clouds. New York: Picador Reprints., 2011.
[Peitgen & Richter, 1986] H.O. Peitgen & P.H. Richter, The Beauty of Fractals. Heidelberg: Springer-Verlag.,2011.
[Ludwig, 1990] Carl Ludwig, “Cumulus." http://www.blueskystudios.com., 1990.
[Simul, 2013] Simul, "TrueSKY." http://simul.co/truesky/. 2013.
[Reset, 2012] Theory Interactive Ltd., “Reset” http://reset-game.net/?p=284. 2012.
[Pretor-Pinney, 2007] Gavin Pretor-Pinney, The Cloudspotter’s Guide. London: Sceptre., 2007.
[Schneider, 2015] A. Schneider. “The Real-Time Volumetric Cloudscapes Of Horizon: Zero Dawn”. ACM SIGGRAPH. Los
Angeles, CA: ACM SIGGRAPH, 2015. Web. 26 Aug. 2015.
[Hillaire, 2016] Sebastien Hillaire., “Tiling Volume Noise” https://github.com/sebh/TileableVolumeNoise. 2016.
[Clausse and Facy, 1961] R. Clausse and L. Facy, The Clouds. London: Evergreen Books LTD., 1961.
[Fiorani & Nova, 2013] Rfrancesca Fiorani & Alessandro Nova, Leonardo da Vinci and Optics. Venice: Marsilio Editori.,
2013.
[Wrenninge, 2013] M. Wrenninge, Production Volume Rendering: Design and Implementation. CRC Press, 2013.
[Schneider 2016] Andrew Schneider, GPU Pro 7: Real Time Volumetric Cloudscapes. p.p. (97-128) CRC Press, 2016.
[Hillaire, 2016] Sebastien Hillaire., “Physically based Sky, Atmosphere and Cloud Rendering”
https://www.ea.com/frostbite/news/physically-based-sky-atmosphere-and-cloud-rendering. 2016.
[Mitchell, 2007] Kenny Mitchell., “Volumetric Light Scattering as a Post Process”,
https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch13.html. 2007.
Advances in Real-Time Rendering, Siggraph 2017
NUBIS | Thanks & References

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Nubis: Authoring Real-Time Volumetric Cloudscapes with the Decima Engine

  • 1.
  • 2. Cloud Study by Luke Howard, 1802
  • 3. Portrait / Art from the archive of the National Meteorological Library And Archive [UK] Advances in Real-Time Rendering, Siggraph 2017 Out Of Darkness Luke Howard, Meteorologist, 1802 [Hamblyn, 2001]
  • 4. Cumulus Stratus Cirrus Advances in Real-Time Rendering, Siggraph 2017 The Clouds Renderings by Luke Howard [Hamblyn, 2001]
  • 5. The Clouds Renderings by Luke Howard 8 km / 5 mi 4 km / 2.5 mi 1.5 km / .93 mi Alto Cirro Advances in Real-Time Rendering, Siggraph 2017[Hamblyn, 2001]
  • 6. Painting by Claude Joseph Vernet, 1772 Advances in Real-Time Rendering, Siggraph 2017 Cloud Rendering
  • 7. “Computer graphics can present us with imaginary worlds… …But used with some reflection, it can also help us to lift the veil on natures secrets” – P.H. Richter, 1970 Advances in Real-Time Rendering, Siggraph 2017 Computer Graphics
  • 8.
  • 9. Advances in Real-Time Rendering, Siggraph 2017 Cloud Rendering Early Real-Time Volumetric Clouds • TrueSky [Simul, 2013] • Reset Engine [Reset, 2012]
  • 10. Advances in Real-Time Rendering, Siggraph 2017 Cloud Rendering in-game render, 2015
  • 11. SIGGRAPH 2017: Advances in Real-Time Rendering | Andrew Schneider & Nathan Vos | Guerrilla Games NUBIS Authoring Real-Time Volumetric Cloudscapes with the Decima Engine
  • 12. Authoring System Cloud Density Model Cloud Lighting Model Ray March Post Process Advances in Real-Time Rendering, Siggraph 2017 NUBIS | System Components
  • 13. Authoring System Cloud Density Model Cloud Lighting Model Ray March Post Process Advances in Real-Time Rendering, Siggraph 2017 NUBIS | System Components
  • 14.
  • 15. Photograph Advances in Real-Time Rendering, Siggraph 2017 NUBIS | Background
  • 16. Photograph Advances in Real-Time Rendering, Siggraph 2017 NUBIS | Background
  • 17. Photograph Advances in Real-Time Rendering, Siggraph 2017 NUBIS | Background
  • 18. Photograph Advances in Real-Time Rendering, Siggraph 2017 NUBIS | Background
  • 19. Photograph Advances in Real-Time Rendering, Siggraph 2017 NUBIS | Background
  • 20. Video Advances in Real-Time Rendering, Siggraph 2017 NUBIS | Background
  • 21. Video Advances in Real-Time Rendering, Siggraph 2017 NUBIS | Background
  • 22. Photograph Advances in Real-Time Rendering, Siggraph 2017 NUBIS | Background
  • 23. Photograph Advances in Real-Time Rendering, Siggraph 2017 NUBIS | Background
  • 24. Photograph Advances in Real-Time Rendering, Siggraph 2017 NUBIS | Background
  • 25. Photograph Advances in Real-Time Rendering, Siggraph 2017 NUBIS | Background
  • 26. • Cloud type determined by vapor / heat • Density changes / height • Minus, Alto, Cirro • Roiling, Tearing, Curling, Spreading • Skewing by wind Advances in Real-Time Rendering, Siggraph 2017 NUBIS | Density Model
  • 27. Cloud Coverage Cloud Type Advances in Real-Time Rendering, Siggraph 2017 NUBIS | Density Model
  • 28. remap(value, original_min, original_max, new_min, new_max) { return new_min + (((value - original_min) / (original_max - original_min)) * (new_max - new_min)) } stratus = remap(height, 0.0, 0.1, 0.0, 1.0) * remap(height, 0.2, 0.3, 1.0, 0.0) Advances in Real-Time Rendering, Siggraph 2017 height NUBIS | Density Model
  • 29. type 0 1 CumulusStratocumulusStratus remap(y, 0, .1, 0, 1) * remap(y, .2, .3, 1, 0) Advances in Real-Time Rendering, Siggraph 2017 NUBIS | Density Model
  • 30. StratusStratocumulusCumulus Advances in Real-Time Rendering, Siggraph 2017in-game render NUBIS | Density Model
  • 31. Perlin-Worley1-WorleyPerlin Advances in Real-Time Rendering, Siggraph 2017[Schneider, 2015] NUBIS | Density Model
  • 32. Perlin-Worley GameDev.net Forum: https://www.gamedev.net/forums/topic/680832-horizonzero-dawn-cloud-system Sebastien Hillaire from Frostbite published a generator: https://github.com/sebh/TileableVolumeNoise perlin-worley = remap(perlin, 1.0 - worley, 1.0, 0.0, 1.0) Advances in Real-Time Rendering, Siggraph 2017 NUBIS | Density Model
  • 33. • Houdini Digital Asset • Comes with instructions, batteries not included. • Returns a tiling 2D Texture Array http://bit.ly/nubisnoisegen Advances in Real-Time Rendering, Siggraph 2017 NUBIS | Density Model
  • 34. base_cloud = remap(low_freq_noise, high_freq_noise, 1.0, 0.0, 1.0) [code implementation example in the slides] Advances in Real-Time Rendering, Siggraph 2017 NUBIS | Density Model
  • 35. Advances in Real-Time Rendering, Siggraph 2017in-game render NUBIS | Density Model
  • 36. coverage 0 1 cloud_with_coverage = remap(noise, cloud_coverage, 1.0, 0.0, 1.0) Advances in Real-Time Rendering, Siggraph 2017 NUBIS | Density Model
  • 37. Advances in Real-Time Rendering, Siggraph 2017in-game render NUBIS | Density Model
  • 38. Advances in Real-Time Rendering, Siggraph 2017in-game render p += wind_direction * time_offset; p += height_fraction * wind_direction * 500.0; NUBIS | Density Model
  • 39. Advances in Real-Time Rendering, Siggraph 2017in-game render coverage = pow(coverage, remap(height, 0.7, 0.8, 1.0, lerp(1.0, 0.5, anvil_bias))); NUBIS | Density Model
  • 40. Authoring System Cloud Density Model Cloud Lighting Model Ray March Post Process Advances in Real-Time Rendering, Siggraph 2017 NUBIS | Authoring System
  • 41. Advances in Real-Time Rendering, Siggraph 2017Photograph [Clausse & Facy, 1961] NUBIS | Authoring System
  • 42. N S W E Advances in Real-Time Rendering, Siggraph 2017 NUBIS | Authoring System
  • 43. Advances in Real-Time Rendering, Siggraph 2017in-game render Perlin-WorleyPerlin NUBIS | Authoring System
  • 44. N S W E Advances in Real-Time Rendering, Siggraph 2017 NUBIS | Authoring System
  • 45. Cloud Map “Cloudy” Weather State “Cloudy, Windy” -Skew -Anvil Shapes -Movement Speed -Movement Direction -Cloud Density Advances in Real-Time Rendering, Siggraph 2017 NUBIS | Authoring System
  • 46. Painting by John Constable “The Sky is the keynote and chief organ of sentiment.” – John Constable Advances in Real-Time Rendering, Siggraph 2017 NUBIS | Authoring System
  • 47. Advances in Real-Time Rendering, Siggraph 2017 Painting by Albert Bierstadt NUBIS | Authoring System
  • 48. Advances in Real-Time Rendering, Siggraph 2017 Photograph by Ansel Adams NUBIS | Authoring System
  • 49. • Set mood and tone for: • Encounters • Exploration • Cutscenes • Extend the landscape • Art-Directable, Realistic structures • Evolution of details, not cloud formations • Changes in behavior based on Weather. Advances in Real-Time Rendering, Siggraph 2017 NUBIS | Authoring System
  • 50. Advances in Real-Time Rendering, Siggraph 2017in-game render Cloud Map NUBIS | Authoring System
  • 51. Advances in Real-Time Rendering, Siggraph 2017in-game render Cloud Map NUBIS | Authoring System
  • 52. Cloud Map NUBIS | Authoring System Advances in Real-Time Rendering, Siggraph 2017in-game render
  • 53. Weather Simulation (Shader) Controls (Decima Editor) RGB Texture (Generated by the Weather Simulation) Adjustments Cloud Map (RGB Buffer) Advances in Real-Time Rendering, Siggraph 2017 NUBIS | Authoring System
  • 54. Advances in Real-Time Rendering, Siggraph 2017 NUBIS | Authoring System in-game render
  • 55. Weather State “Cloudy” Weather State “Clear” Weather State “Storm” Weather Cycle Zone A Weather Scheduler Weather Cycle “Big Boss Fight” Advances in Real-Time Rendering, Siggraph 2017 NUBIS | Authoring System
  • 56. Advances in Real-Time Rendering, Siggraph 2017in-game render NUBIS | Authoring System
  • 57. Advances in Real-Time Rendering, Siggraph 2017 NUBIS | Authoring System
  • 58. Authoring System Cloud Density Model Cloud Lighting Model Ray March Post Process Advances in Real-Time Rendering, Siggraph 2017 NUBIS | Cloud Lighting Model
  • 59. “Clouds are bodies without surface.” – Leonardo da Vinci Advances in Real-Time Rendering, Siggraph 2017 Photograph NUBIS | Cloud Lighting Model
  • 60. Energy = exp( -density_along_light_ray ) Advances in Real-Time Rendering, Siggraph 2017 * HG( cos(θ), eccentricity) Beer-Lambert Law Absorption / Out-scattering Henyey-Greenstein Phase Function Scattering NUBIS | Cloud Lighting Model
  • 61. Absorption / Out-scatter Probability In-Scatter ProbabilityDirectional Scattering Probability Advances in Real-Time Rendering, Siggraph 2017 NUBIS | Cloud Lighting Model
  • 62. cos_angle = dot(normalize(light_vector), normalize(view_vector)); HenyeyGreenstein(cos_angle, eccentricity) { return ((1.0 - eccentricity * eccentricity) / pow((1.0 + eccentricity * eccentricity - 2.0 * eccentricity * cos_angle), 3.0 / 2.0)) / 4.0 * PI; } Advances in Real-Time Rendering, Siggraph 2017 NUBIS | Cloud Lighting Model
  • 63. Advances in Real-Time Rendering, Siggraph 2017 90o Energy = HG( cos(θ), eccentricity) eccentricity = 0.6eccentricity = 1.0eccentricity = 0.6 Energy = max( HG( cos(θ), eccentricity), silver_intensity * HG( cos(θ), 0.99 – silver_spread)) ++ -- in-game render NUBIS | Cloud Lighting Model
  • 64. Advances in Real-Time Rendering, Siggraph 2017 NUBIS | Cloud Lighting Model
  • 65. Energy = exp( - density_along_light_ray)Energy = max( exp( - density_along_light_ray ), (exp(-density_along_light_ray * 0.25) * 0.7) ) Advances in Real-Time Rendering, Siggraph 2017 in-game render [Wrenninge, 2013] NUBIS | Cloud Lighting Model
  • 66. Photograph Advances in Real-Time Rendering, Siggraph 2017 * NUBIS | Cloud Lighting Model
  • 67. Advances in Real-Time Rendering, Siggraph 2017 in-game render depth_probability = 0.05 + pow( lodded_density, remap( height, 0.3, 0.85, 0.5, 2.0 ))2.0 ) vertical_probability = pow( remap( height, 0.07, 0.14, 0.1, 1.0 ), 0.8 ) [code implementation example in the slides] in-scatter_probability = depth_probability * vertical_probability NUBIS | Cloud Lighting Model
  • 68. Advances in Real-Time Rendering, Siggraph 2017in-game render NUBIS | Cloud Lighting Model
  • 69. Authoring System Cloud Density Model Cloud Lighting Model Ray March Post Process Advances in Real-Time Rendering, Siggraph 2017 NUBIS | Ray-March Optimizations
  • 70. [code implementation example in the slides] Advances in Real-Time Rendering, Siggraph 2017 NUBIS | Ray-March Optimizations
  • 71. Advances in Real-Time Rendering, Siggraph 2017 NUBIS | Ray-March Optimizations
  • 72. Baseline + Reprojection 22 ms LOD & Step Size 8.1 ms Only Light Nonzero Density 3.34 ms Advances in Real-Time Rendering, Siggraph 2017in-game render [ PS4 ] NUBIS | Ray-March Optimizations
  • 73. Ray-March Optimizations 3.34 ms Cull Below Horizon 1.81 ms Depth Culling 1.2 ms Advances in Real-Time Rendering, Siggraph 2017in-game render [ PS4 ] NUBIS | Ray-March Optimizations
  • 74. Authoring System Cloud Density Model Cloud Lighting Model Ray March Post Process Advances in Real-Time Rendering, Siggraph 2017 NUBIS | Post Processing
  • 75. Advances in Real-Time Rendering, Siggraph 2017 Red = Direct Light Intensity Green = Atmospheric Blend Factor Blue = Ambient Light Intensity Alpha = Alpha in-game render NUBIS | Post Processing
  • 76. Advances in Real-Time Rendering, Siggraph 2017 atmospheric_blend_factor = GetAtmosphere(depth, angle) in-game render NUBIS | Post Processing
  • 77. Advances in Real-Time Rendering, Siggraph 2017in-game render NUBIS | Post Processing
  • 78. Advances in Real-Time Rendering, Siggraph 2017in-game render NUBIS | The Future
  • 79.
  • 80. Rosa & our kids & and family.
  • 81. • Thanks to: • Nathan Vos • Jan Bart van Beek • Marijn Giesbertz • Elco Vossers • Coen Klosters • Vlad Lopatin • Felix van den Bergh • Maarten van der Gaag • Hugh Malan • Giliam de Carpentier • Kevin Ortegren • Michal Valient • Michiel van der Leeuw • Hermen Hulst • Angie Smets • Kojima Productions • Personal Thanks: • Trevor Thomson • Matthew Wilson • Matthew Roach • Carl Ludwig • Hugo Ayala • Donald Sajda & Jerry Ford • Joe Pasquale, Malcom Kesson, Clarke Stallworth • Tim McLaughlin • Natalya Tatarchuk • SideFX Software • Colleagues around the Game and VFX industry • The community References: (in order of mention) [Hamblyn, 2001] Richard Hamblyn, The Invention Of Clouds. New York: Picador Reprints., 2011. [Peitgen & Richter, 1986] H.O. Peitgen & P.H. Richter, The Beauty of Fractals. Heidelberg: Springer-Verlag.,2011. [Ludwig, 1990] Carl Ludwig, “Cumulus." http://www.blueskystudios.com., 1990. [Simul, 2013] Simul, "TrueSKY." http://simul.co/truesky/. 2013. [Reset, 2012] Theory Interactive Ltd., “Reset” http://reset-game.net/?p=284. 2012. [Pretor-Pinney, 2007] Gavin Pretor-Pinney, The Cloudspotter’s Guide. London: Sceptre., 2007. [Schneider, 2015] A. Schneider. “The Real-Time Volumetric Cloudscapes Of Horizon: Zero Dawn”. ACM SIGGRAPH. Los Angeles, CA: ACM SIGGRAPH, 2015. Web. 26 Aug. 2015. [Hillaire, 2016] Sebastien Hillaire., “Tiling Volume Noise” https://github.com/sebh/TileableVolumeNoise. 2016. [Clausse and Facy, 1961] R. Clausse and L. Facy, The Clouds. London: Evergreen Books LTD., 1961. [Fiorani & Nova, 2013] Rfrancesca Fiorani & Alessandro Nova, Leonardo da Vinci and Optics. Venice: Marsilio Editori., 2013. [Wrenninge, 2013] M. Wrenninge, Production Volume Rendering: Design and Implementation. CRC Press, 2013. [Schneider 2016] Andrew Schneider, GPU Pro 7: Real Time Volumetric Cloudscapes. p.p. (97-128) CRC Press, 2016. [Hillaire, 2016] Sebastien Hillaire., “Physically based Sky, Atmosphere and Cloud Rendering” https://www.ea.com/frostbite/news/physically-based-sky-atmosphere-and-cloud-rendering. 2016. [Mitchell, 2007] Kenny Mitchell., “Volumetric Light Scattering as a Post Process”, https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch13.html. 2007. Advances in Real-Time Rendering, Siggraph 2017 NUBIS | Thanks & References