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A. Schneider, "Real-Time Volumetric Cloudscapes," in GPU Pro 7: Advanced Rendering Techniques, 2016, pp. 97-127. (Follow up presentations here, and here.)
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S. Hillaire, "Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite" in Physically Based Shading in Theory and Practice course, SIGGRAPH 2016. [video] [course notes] [scatter integral shadertoy]
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F. Häggström, "Real-time rendering of volumetric clouds", Dissertation, 2018.
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Volumetric Methods in Visual Effects in Siggraph 2010. (Thanks Gavin Graham for the link!)
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Volumetric Clouds plugin for the Autodesk Stingray (RIP :() engine. [Source code] (Thanks reddit user /u/haiddasalami for the link!)
Bonus: A few awesome looking OpenGL (and 1 Vulkan) implementations I found on github which also include compute shaders for generating the noise textures for the clouds.
- NadirRoGue's version (OpenGL)
- Clayjohn's version (OpenGL)
- Federico Vaccaro's version (OpenGL) (This one is interesting, it performs the entire cloud scattering calculations in a compute shader.)
- Aman Sachan & Meghana Seshadri's version (Vulkan)
- OfenPower's version (OpenGL)
Bonus^2: A few shadertoy examples:
- Himalayas by Reinder Nijhoff
- Enscape Cube by Thomas Schander
- Clouds by Inigo Quilez
- Real Time PBR Volumetric Clouds by robobo1221
- Swiss Alps by piyushslayer (my own little attempt at volumetric clouds :D)
Thank you for the resources.