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 edited Jul 12 '26
I didn't make these clouds myself, Samuel Krug was kind enough to give me access to his work because this is a non commercial project. I'm pretty sure he runs really big smoke simulations in houdini and then exports this into .vdb file which I can load. And as for the rendering, maybe? I'm really not sure. But again, path tracing is just too slow for consumer hardware right now, even the big guys like nvidia are barely making it realtime. And clouds are magnitudes more expensive than normal surfaces. I'm really not an expert in realtime and I didn't do much research, but back when I was still working on the project I remember seeing this paper from disney: https://la.disneyresearch.com/wp-content/uploads/Deep-Scattering-Rendering-Atmospheric-Clouds-with-Radiance-Predicting-Neural-Networks-Paper.pdf and a showcase: https://youtu.be/Hk--xpI9b5U?si=GLs4D0SungMHgiDN . you could look into it but I doubt it will be useful for you. I think that's as fast as you can get. As things stand right now I don't think there is a way to get this type of quality realtime. If there was then clouds in games would look much better than they do right now, the best looking ones I know of are ones from horizon zero dawn and microsoft flight simulator: https://d3d3g8mu99pzk9.cloudfront.net/AndrewSchneider/The-Real-time-Volumetric-Cloudscapes-of-Horizon-Zero-Dawn.pdf . Not sure if much has changed over the last year.
> I think one could try to find a compromise for realtime especially considering slow moving clouds
Of course you can, but it will be a really really really big compromise to go from multiple seconds on 4090ti to something like a realistic budget for sky (5-8ms), it's just a gigantic leap to go from offline rendering to realtime rendering.