-
A. Schneider, "Real-Time Volumetric Cloudscapes," in GPU Pro 7: Advanced Rendering Techniques, 2016, pp. 97-127. (Follow up presentations here, and here.)
-
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]
-
[R. Högfeldt, "Convincing Cloud Rendering – An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite"](https://odr.chalmers.se/hand
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/* | |
* v8_wrap_class.cpp | |
* | |
* Created on: 14/01/2013 | |
* Author: nicholas | |
* License: public domain | |
*/ | |
/* CMakeLists.txt | |
project(v8_wrap_class) |
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/*********************************************************** | |
BLH -> ECEF 変換 | |
: WGS84 の緯度(Beta)/経度(Lambda)/楕円体高(Height)を | |
ECEF(Earth Centered Earth Fixed; 地球中心・地球固定直交座標系)座標に | |
変換する。 | |
DATE AUTHOR VERSION | |
2021.04.30 mk-mode.com 1.00 新規作成 | |
Copyright(C) 2021 mk-mode.com All Rights Reserved. |
-
A. Schneider, "Real-Time Volumetric Cloudscapes," in GPU Pro 7: Advanced Rendering Techniques, 2016, pp. 97-127. (Follow up presentations here, and here.)
-
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]
-
[R. Högfeldt, "Convincing Cloud Rendering – An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite"](https://odr.chalmers.se/hand