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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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[R. Högfeldt, "Convincing Cloud Rendering – An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite"](https://odr.chalmers.se/hand