A Volume renderer that utilizes ray casting and ray marching through a 3D voxel grid to generate puffy clouds
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VolumetricClouds Initial check-in Nov 11, 2015
docs update favicon Jun 28, 2018
.editorconfig Add config file for tab size Nov 24, 2015
.gitignore Initial commit Nov 11, 2015
LICENSE Initial commit Nov 11, 2015
README.md readme Jun 28, 2018
VolumetricClouds.sln Initial check-in Nov 11, 2015


Volumetric Cloud

Originally created in 2009, this program first reads a text file containing initialization variables, then uses those variables to create a voxel grid data structure and uses ray marching to read lighting and density information from the grid in order to render fluffy clouds. The program was updated in 2010: the code was completely rewritten to improve efficiency, several new algorithms were implemented for voxel grid traversal, Perlin Noise was implemented to generate random clouds, and a GUI was created to make it more user-friendly (for the few users that actually stumble across it, that is).


  • Generates volumetric clouds with ray marching on a voxel density grid
  • Trilinear interpolation to produce more realistic results
  • Random cloud generator using Perlin noise
  • Can read in custom-made cloud configuration files or output current cloud as a new configuration file
  • GUI that allows the user to move the camera and see rendering progress
  • Optimized for faster speed