
Rendering volumetric cloudscapes in real-time is computationally intensive, yet essential for open-world games. The high cost of real-time volumetric cloud rendering primarily stems from the ray marching algorithm, a volume rendering method characterized by a time complexity of

Especially in partially cloudy conditions, indicating it handles cloud-free areas better.

The size of the buffers had a smaller impact on rendering time than anticipated, particularly when compared to its effect on visual quality.

The effects on visual quality are significant and noticeable.

- D. Giraldo Mosquera, “Faster Volumetric Cloudscapes with GPU-based Decoupled Ray Marching : Porting a Monte Carlo volume rendering method into an open-world AAA game engine,” KTH Royal Institute of Technology, Stockholm, 2025. [Online]. Available: https://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-368116
- Christopher Kulla. 2011. Decoupled ray-marching of heterogeneous participating media. In ACM SIGGRAPH 2011 Talks (New York, NY, USA, 2011-08-07) (SIGGRAPH ’11). Association for Computing Machinery, 1. 978-1-4503-0974-5 https: //doi.org/10.1145/2037826.2037900
- Christopher Kulla and Marcos Fajardo. 2012. Importance Sampling Techniques for Path Tracing in Participating Media. 1519–1528. https://doi.org/
