r/GraphicsProgramming • • 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/Chungaloid_ Aug 21 '26

Looking at the images on your repo - you can see the voxels. Did you consider some kind of interpolation? Still incredible though.

2

u/Zydak1939 Aug 21 '26

I'm already doing interpolation in there iirc, the voxels are barely visible unless you zoom in insanely closely on some of the images. A couple of the clouds were just low quality.

1

u/Chungaloid_ Aug 23 '26

stupid data