@immiao @byumjin this would be a great real-time rendering project for the winter/spring!
Inspiration from GeoFS
@ron-popov and @yotam180 may have input.
Cloud rendering
Cesium rendering engine
One link I find interesting (billboard based method) is dead on the Vterrain page. Here is a the paper http://twvideo01.ubm-us.net/o1/vault/gdc04/slides/realistic_and_fast_cloud.pdf
How it's done in GeoFS:
@xtassin awesome, thanks for the summary!
Hi all,
In regards to the Horizon Zero Dawn Volumetric Cloudscapes presentation
https://www.guerrilla-games.com/read/the-real-time-volumetric-cloudscapes-of-horizon-zero-dawn,
I worked on implementing this as a C++ plugin in Nuke during my Pixar
internship this past summer. A couple other GPU current students and I
(Aman Sachan, Joe Klinger, and Dan McCann) are planning to implement this
for our final project this semester as well.
The 2015 presentation offers great insight on the approach overall, as well
as the motivations behind it. It essentially breaks down into the following
sections:
The GPU Pro 7 book
https://www.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/149874253X
contains
a more descriptive article based on this presentation and goes into a
little more implementation detail. So this book would be another great
resource.
Let me know if you have any other questions!
-Meghana
On Fri, Nov 3, 2017 at 8:04 AM, Patrick Cozzi notifications@github.com
wrote:
@xtassin https://github.com/xtassin awesome, thanks for the summary!
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Meghana Seshadri
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University of Pennsylvania School of Engineering and Applied Science
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@MegSesh great summary, thanks so much for the notes! @immiao, @byumjin, and I will stay in touch as this moves forward.
Great final project idea as well!
CC #797 - some WebGL 2 features like 3D textures will be required - we can have a fallback for WebGL 1.
Forum discussion: https://groups.google.com/forum/#!topic/cesium-dev/Hpzap5oNKJg
Repo for weather API integration by @immiao: https://github.com/immiao/cesium-weather
@immiao could you please evaluate these weather APIs:
Sure!
@immiao NASA is also a great source of weather data, please evaluate:
Related killer projects by CIS 565 students
Our project has been renamed to Meteoros
https://github.com/Aman-Sachan-asach/Meteoros.
Best,
Aman Sachan
On Tue, 5 Dec 2017 at 09:15 Patrick Cozzi notifications@github.com wrote:
Related killer projects by CIS 565 students
- Real-time Cloudscape Rendering in Vulkan
https://github.com/Aman-Sachan-asach/Vulkan_Cloudscape_Rendering by
@Aman-Sachan-asach https://github.com/aman-sachan-asach and @MegSesh
https://github.com/megsesh- Marshmallow - Vulkan-based implementation of clouds from Decima
Engine https://github.com/mccannd/Project-Marshmallow by @klingerj
https://github.com/klingerj and @mccannd https://github.com/mccannd—
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Not sure if this'll be relevant, but it's cool and well written, Mapbox blogpost on wind sim: https://blog.mapbox.com/how-i-built-a-wind-map-with-webgl-b63022b5537f
some WebGL 2 features like 3D textures will be required - we can have a fallback for WebGL 1.
Reading through the Horizon Zero Dawn presentation, theoretically couldn't we pack the 3D texture to 2D? Back-of-the-envelope math, 128^3 takes much less GPU memory than 2048^2. Would it be too slow though? [EDIT] b/c maybe there's trilinear interpolation in hardware or something for Webgl 2 3D textures...
Packing into a 2D texture could be fine. For example, see "Real-Time Volumetric Lighting for WebGL" - https://github.com/WebGLInsights/WebGLInsights.github.io/releases/download/v1.0/WebGL.Insights.-.Patrick.Cozzi.pdf
Just as a note, the 3D textures define the cloud using all the input
parameters that are provided by the the weather map. The weather map
described in the paper was a 512*512 texture that defined a 100,000sq km.
Or the weather map can be replaced by a simulation. So over all if you pack
the cloud textures (low frequency 3D texture, high frequency 3D texture,
and a 2D curl noise texture), it should not be that terrible in terms of
memory. Also, apparently the original authors weren't able to perfect it to
the point that they could ship it with the game.
On Mon 18 Dec, 2017, 12:53 PM Patrick Cozzi, notifications@github.com
wrote:
Packing into a 2D texture could be fine. For example, see "Real-Time
Volumetric Lighting for WebGL" -
https://github.com/WebGLInsights/WebGLInsights.github.io/releases/download/v1.0/WebGL.Insights.-.Patrick.Cozzi.pdf—
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Most helpful comment
One link I find interesting (billboard based method) is dead on the Vterrain page. Here is a the paper http://twvideo01.ubm-us.net/o1/vault/gdc04/slides/realistic_and_fast_cloud.pdf
How it's done in GeoFS: