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Environmental volumetric neural shading of clouds for real-time rendering

Olajos, Rikard LU orcid ; Doggett, Michael LU orcid and Goswami, Prashant (2026) In Proceedings of the ACM on Computer Graphics and Interactive Techniques 9(4).
Abstract
We present a high-performance method for real-time relighting of high-fidelity volumetric clouds. Building on Relightable Neural Assets, we introduce key adaptations that enable neural shading of volumetric cloud phenomena within a rasterization-based pipeline. In particular, we incorporate a per-pixel thickness parameter to capture view-dependent opacity and replace the generalizing single light source with a sky illumination model, allowing the network to learn complex atmospheric scattering effects. To achieve real-time performance, we depart from density-field-based volumetric rendering and instead operate on mesh representations combined with a triplane feature encoding. This enables a fully rasterization-driven solution that... (More)
We present a high-performance method for real-time relighting of high-fidelity volumetric clouds. Building on Relightable Neural Assets, we introduce key adaptations that enable neural shading of volumetric cloud phenomena within a rasterization-based pipeline. In particular, we incorporate a per-pixel thickness parameter to capture view-dependent opacity and replace the generalizing single light source with a sky illumination model, allowing the network to learn complex atmospheric scattering effects. To achieve real-time performance, we depart from density-field-based volumetric rendering and instead operate on mesh representations combined with a triplane feature encoding. This enables a fully rasterization-driven solution that reproduces volumetric appearance without requiring ray marching or volume integration. We further describe a complete pipeline for converting volumetric cloud assets into a neural representation trained from path-traced supervision. We evaluate our method through an ablation study analyzing both image quality and runtime performance. Our adaptations improve reconstruction quality from 18.13 dB to 22.32 dB while achieving rendering times as low as 3.7 ms per frame. These results demonstrate that our approach enables high-quality, relightable cloud rendering suitable for real-time and performance-critical applications. (Less)
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author
; and
organization
publishing date
type
Contribution to journal
publication status
published
subject
in
Proceedings of the ACM on Computer Graphics and Interactive Techniques
volume
9
issue
4
pages
17 pages
publisher
Association for Computing Machinery (ACM)
ISSN
2577-6193
DOI
10.1145/3820020
project
Real-Time Realistic Pixel Synthesis using Deep Learning for Augmented and Virtual Reality
language
English
LU publication?
yes
id
b4907c00-161e-4b9a-9f54-318aebae74c7
date added to LUP
2026-07-02 11:08:57
date last changed
2026-09-16 15:03:25
@article{b4907c00-161e-4b9a-9f54-318aebae74c7,
  abstract     = {{We present a high-performance method for real-time relighting of high-fidelity volumetric clouds. Building on Relightable Neural Assets, we introduce key adaptations that enable neural shading of volumetric cloud phenomena within a rasterization-based pipeline. In particular, we incorporate a per-pixel thickness parameter to capture view-dependent opacity and replace the generalizing single light source with a sky illumination model, allowing the network to learn complex atmospheric scattering effects. To achieve real-time performance, we depart from density-field-based volumetric rendering and instead operate on mesh representations combined with a triplane feature encoding. This enables a fully rasterization-driven solution that reproduces volumetric appearance without requiring ray marching or volume integration. We further describe a complete pipeline for converting volumetric cloud assets into a neural representation trained from path-traced supervision. We evaluate our method through an ablation study analyzing both image quality and runtime performance. Our adaptations improve reconstruction quality from 18.13 dB to 22.32 dB while achieving rendering times as low as 3.7 ms per frame. These results demonstrate that our approach enables high-quality, relightable cloud rendering suitable for real-time and performance-critical applications.}},
  author       = {{Olajos, Rikard and Doggett, Michael and Goswami, Prashant}},
  issn         = {{2577-6193}},
  language     = {{eng}},
  month        = {{06}},
  number       = {{4}},
  publisher    = {{Association for Computing Machinery (ACM)}},
  series       = {{Proceedings of the ACM on Computer Graphics and Interactive Techniques}},
  title        = {{Environmental volumetric neural shading of clouds for real-time rendering}},
  url          = {{http://dx.doi.org/10.1145/3820020}},
  doi          = {{10.1145/3820020}},
  volume       = {{9}},
  year         = {{2026}},
}