CUDA-based raymarching renderer for clouds and volumetric effects
I’ve been working on a simple volumetric raymarching renderer based on cudaNoise.
It’s currently limited in features but produces acceptable output in a decent time, thanks to GPU acceleration. The lighting model currently only supports omnidirectional point lights, but I’m also experimenting with adding environmental lighting.
Started a new open source project providing 3D noise functions to be run in CUDA kernels. It is still in very early development but I will hopefully be adding a good selection of basis functions and methods to combine them into more interesting patterns.
Coming up on the first public release of my GPU-accelerated terrain creation and erosion toolkit, flo.
flo can be used to generate realistic terrains and then output 32-bit image files for heightmaps, solar irradiance, soil quantity, hydration, vegetation and more. These maps are then usable in 3D rendering applications or realtime engines.