Large scale cloud rendering
Overview
Our terrain rendering system is capable of rendering massive terrain datasets in realtime by exploiting modern GPU features, yet does not provide any visually appealing effects. To improve the realistic impression of the landscape this thesis aims at adding a realtime cloud simulation and rendering system into the existing terrain renderer.
Goals
The student should research existing cloud rendering techniques used in realtime applications such as flight simulators and integrate a suitable solution into the terrain rendering system. Due to the large extent of the rendered datasets, level of detail approaches (e.G. billboarding) will need to be considered for distant clouds while a realistic, three-dimensional appearence of the cloud will be required for closeup views.
Requirements
- Extensive experience with C++
- Experience with DirectX 10 or later
Supervisors
- Florian Reichl (TUM, reichlf(at)in.tum.de)


