SimonDev | How Big Budget AAA Games Render Clouds @simondev758 | Uploaded 1 year ago | Updated 3 hours ago
Explored a few of the latest techniques in procedural cloud rendering used in Horizon: Zero Dawn and the FrostBite engine.
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Disclaimer: Commission is earned from qualifying purchases on Amazon links.
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In this video, I walk through how cloud rendering generally works, as well as covering some of the more recent tweaks/improvements and optimizations.
Referenced Papers/Talks:
https://www.ea.com/frostbite/news/physically-based-sky-atmosphere-and-cloud-rendering
https://www.guerrilla-games.com/read/the-real-time-volumetric-cloudscapes-of-horizon-zero-dawn
http://magnuswrenninge.com/wp-content/uploads/2010/03/Wrenninge-OzTheGreatAndVolumetric.pdf
Explored a few of the latest techniques in procedural cloud rendering used in Horizon: Zero Dawn and the FrostBite engine.
đź›’ Recommended books (on Amazon): https://www.amazon.com/hz/wishlist/ls/1IMV0IR3QIZMQ?type=wishlist&tag=simondev01-20&sort=priority&viewType=grid
❤️ Support me on Patreon: https://www.patreon.com/simondevyt
🌍 My Gamedev Courses: https://simondev.teachable.com/
Disclaimer: Commission is earned from qualifying purchases on Amazon links.
Follow me on:
Twitter: https://twitter.com/iced_coffee_dev
Instagram: https://www.instagram.com/beer_and_code/
In this video, I walk through how cloud rendering generally works, as well as covering some of the more recent tweaks/improvements and optimizations.
Referenced Papers/Talks:
https://www.ea.com/frostbite/news/physically-based-sky-atmosphere-and-cloud-rendering
https://www.guerrilla-games.com/read/the-real-time-volumetric-cloudscapes-of-horizon-zero-dawn
http://magnuswrenninge.com/wp-content/uploads/2010/03/Wrenninge-OzTheGreatAndVolumetric.pdf