view paper: http://www.ecn.purdue.edu/purpl/level2/papers/scaclouds.pdf
Overview
This paper introduces a multi-level, interactive, 3D cloud modeling and animation system using qualitative controls. The system allows animators to specify the type and the look of the clouds as well as specifying external forces such as wind and torque that affects the cloud's behaviour. This system allows artists to shape their clouds by positioning and sizing implicit ellipsoid primitives to create the cloud volume. The clouds form within these primitives in real-time, and the artists can see the result immediately.
The system uses a procedural approach in their cloud formation and animation. It is similar to Koh Kok Weng's(2005) real-time dust rendering approach. It uses noise functions and slicing geomatory technique to approximate the look of the clouds. The system makes use of transformation matrices to determine the texture coordinates in order to model the cloud movement.
Although the system allows users to specify cloud size and other attributes, the primatives are in terms of ellipsoids. Users cannot specify different shapes of the cloud. Also,final result of the cloud after manual adjustments can only be viewed after offline, high-quality rendering.
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