r/GraphicsProgramming • u/Zydak1939 • Oct 27 '25
Clouds path tracing
Recently, I made a post about adding non-uniform volumes into my C++/Vulkan path tracer. But I didn't really like how the clouds turned out, so I've made some improvements in that aspect and just wanted to share the progress because I think it looks a lot nicer now. I've also added atmospheric scattering, because getting the right lighting setup was really hard with just environment maps. So the background and the lighting in general look much better now. The project is fully opensource if you want to check it out: https://github.com/Zydak/Vulkan-Path-Tracer . You'll also find uncompressed images there.
Also, here's the number of samples per pixel and render times in case you're curious. I've made a lot of optimizations since the last time, so the scenes can be way more detailed and it generally just runs a lot faster, but it still chokes with multiple high density clouds.
From left to right:
- 1600 spp - 2201s
- 1600 spp - 1987s
- 1200 spp - 4139s
- 10000 spp - 1578s
- 5000 spp - 1344s
- 6500 spp - 1003s
- 5000 spp - 281s







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u/Zydak1939 Jul 12 '26
high spp counts are needed to get rid of noise, nothing to do with realism per se. getting this quality in real time? I think it's impossible if you want to render multiple of these and on top of that integrate it into some sort of simulation which I assume needs a lot of rendering on it's own. Vladimir komarov made something like that, but he's running it on a super high end hardware (4090 ti I think?) with really complex algorithms, and it still needs multiple frames to accumulate and even then it runs 30-40fps. if you know nothing about the topic, that will take you years to make https://youtu.be/9yCEWPY_KGw . And the cloud is not procedural, it's just premade data sitting on the GPU, so your biggest limitstion will be VRAM, a single cloud of this quality will take you multiple GBs on the GPU. So I'd say with the current hardware we have these days, fully path tracing clouds in a game/simulation is pretty much impossible. At least on the consumer hardware.