Volumetric Clouds

Project consist of implementation of ray marcher algorithm to perform volumetric rendering of clouds in the Unreal Engine. Pseudo volume textures, which are texture slices stored as a 2d array of frames, are used for the clouds. The implemented ray caster samples the density at every step. As well as calculating for incoming light and scattering light (adding shadows and lighting).

Date April 2017 - May 2017
Course DH2323 Computer Graphics and Interaction
Team 3 People
Tools Unreal Engine
My Role Implementation of the ray march algorithm and density sampling to create the volumetric clouds.