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realtime-clouds

Implementation of the volumetric cloud rendering approach based on the presentation The real-time volumetric cloudscapes of Horizon:Zero Dawn by Andrew Schneider held at SIGGRAPH 2015 as part of the Advances in real-time rendering course.

Requirements

This project requires a GPU with OpenGL 4.3+ support.

The following dependencies depend on cgo. To make them work under Windows a compatible version of mingw is necessary. Information can be found here. In my case I used x86_64-7.2.0-posix-seh-rt_v5-rev1. After installing the right version of mingw you can continue by installing the dependencies that follow next.

This project depends on glfw for creating a window and providing a rendering context, go-gl/gl for providing bindings to OpenGL and go-gl/mathgl provides vector and matrix math for OpenGL.

go get -u github.com/go-gl/glfw/v3.2/glfw
go get -u github.com/go-gl/gl/v4.3-core/gl
go get -u github.com/go-gl/mathgl/mgl32

After getting all dependencies the project should work without any errors.

Theory

TODO

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Implementation of Horizon: Zero Dawn's cloud renderer.

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