- A fast, simple method to render sky color using gradients maps [Abad06]
- A Framework for the Experimental Comparison of Solar and Skydome Illumination [Kider14]
- A Method for Modeling Clouds based on Atmospheric Fluid Dynamics [Miyazaki01]
- A Physically-Based Night Sky Model [Jensen01]
- A Practical Analytic Model for Daylight [Preetham99]
- A Qualitative and Quantitative Evaluation of 8 Clear Sky Models [Bruneton16]
- Analytical sky simulation [Kol12]
- CIE General Sky Standard Defining Luminance Distributions [Darula02]
- Display of The Earth Taking into Account Atmospheric Scattering [Nishita93]
- Display Method of the Sky Color Taking into Account Multiple Scattering [Nishita96]
- Efficient and Dynamic Atmospheric Scattering [Bodare14]
- Efficient Rendering of Atmospheric Phenomena [Riley04]
- Precomputed Atmospheric Scattering [Bruneton08]
- Real Time Rendering of Atmospheric Scattering Effects for Flight Simulators [Nielsen03]
- Real-time realistic illumination and shading of stratiform clouds [Bouthors06]
- Real-Time Rendering of Planets with Atmospheres [Schafhitzel07]
- Rendering Parametrizable Planetary Atmospheres with Multiple Scattering in Real-Time [Elek09]
- Single-Pass Rendering of Day and Night Sky Phenomena [Muller12]
- A Simple, Efficient Method for Realistic Animation of Clouds [Dobashi00]
- Convincing Cloud Rendering. An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite [Hogfeldt16]
- Interactive multiple anisotropic scattering in clouds [Bouthors08]
- Real-Time Cloud Rendering [Harris01]
- Real-time rendering of volumetric clouds [Haggstrom18]
- Simulation of Cloud Dynamics on Graphics Hardware [Harris03]
- A Novel Sampling Algorithm for Fast and Stable Real-Time Volume Rendering [Bowles15]
- Creating the Atmospheric World of Red Dead Redemption 2: A Complete and Integrated Solution [Bauer19]
- Decima Engine: Advances in Lighting and AA (Atmospheric Height Fog, pages 17-27) [Ishiyama17]
- High-Performance Rendering of Realistic Cumulus Clouds Using Pre-Computed Lighting [Yusov14]
- Nubis: Authoring Real-Time Volumetric Cloudscapes with the Decima Engine [Schneider17a] [Schneider17b]
- Nubis: Realtime Volumetric Cloudscapes In A Nutshell [Schneider18a] [Schneider18b]
- Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite [Hillaire16a]
- Real-time Rendering of Physics-Based Clouds using Precomputed Scattering [Yusov15]
- Real-time Volumetric Cloudscapes of Horizon: Zero Dawn [Schneider15]
- Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite [Hillaire16b]
- Real-time Volumetric Rendering, course notes for Revision Demo Party [Patapom13]
- In Praxis, Atmoshphere
- Common Cloud Names, Shapes, and Altitudes
- Bitsquid, Volumetric clouds
- Eric Bruneton, "Precomputed Atmospheric Scattering: a New Implementation"
- "Clouds" by iq
- "VolumetricIntegration" by SebH
- "Cloud Phase function comparison" by Thomas Schander
- "Sample Pinning" by Huw Bowles & Daniel Zimmermann
- "Adaptive Sampling Diagram" by Huw Bowles & Daniel Zimmermann
- "Structured Vol Sampling" by Huw Bowles, Daniel Zimmermann & Beibei Wang
- "Structured Sampling Diagram" by Huw Bowles, Daniel Zimmermann & Beibei Wang
- "Ephemeris" by ConfettiFX