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2004

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2005

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2007

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2002

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2003

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2004

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2006

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2006

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Graphics: Special Effects - Weather


Volumetric Real-Time Water and Foam Rendering

Daniel Scherzer, Florian Bagar and Oliver Mattausch
GPU Pro 3, 2012.

Shader Based Water Effects

Joe Davis and Ken Catterall
GPU Pro 2, 2011.

Simple and Fast Fluid Flow Simulation on the GPU

Martin Guay, Fabrice Colin and Richard Egli
GPU Pro 2, 2011.

Dynamic Weather Effects

Charlie Birtwistle and Stephen McAuley
ShaderX7, 2009.

Interactive Hydraulic Erosion on the GPU

Ondrej �tava, Bedrich Bene? and Jaroslav Kriv�nek
ShaderX7, 2009.

Advanced Geometry for Complex Sky Representation

James Sun
ShaderX7, 2009.

Rendering Realistic Ice Objects

Anders Nivfors
ShaderX6, 2008.

Sunlight with Volumetric Light Rays

Pawel Rohleder
ShaderX6, 2008.

Procedural Ocean Effects

L�szl?Sz�csi and Khashayar Arman
ShaderX6, 2008.

Animation and Rendering of Underwater God Rays

Stefano Lanza
ShaderX5, 2006.

Rendering Multiple Layers of Rain with a Postprocessing Composite Effect

Natalya Tatarchuk
ShaderX5, 2006.

Volumetric Clouds and Mega-Particles

Homam Bahnassi and Wessam Bahnassi
ShaderX5, 2006.

Winter Wonderland

Bryan Dudash
ShaderX4, 2006.

Rendering Snow Cover

Gilberto Rosado
ShaderX4, 2006.

Practical Sky Rendering for Games

Aurelio Reis (Raven Software)
Game Programming Gems 6, 2006.

Realistic Cloud Rendering on Modern GPUs

Jean-Francois Dube (Ubisoft)
Game Programming Gems 5, 2005.

Let It Snow, Let It Snow, Let It Snow (and Rain)

Niniane Wang (Google), Bretton Wade (Microsoft)
Game Programming Gems 5, 2005.

Volumetric Clouds

Jesse Laeuchli
ShaderX3, 2004.

Generating Procedural Clouds Using 3D Hardware

Kim Pallister (Intel)
Game Programming Gems 2, 2001.
Abstract: In this article, we'll set out to procedurally generate cloud textures that possess some of the properties that real clouds exhibit. In additon, because textures typically reside in graphics subsystem memory, we'll aim to generate the procedural clouds almost entirely using the graphics hardware. Finally, we'll address some ways to scale the technique's quality and performance requirements in order to accommodate a range of target machines.

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