Modeling clouds shape

We propose a model for representing the shape of cumulus clouds. We draw on several approaches that we combine and extend: We store a hierarchy of quasi-spherical particles (or blobs) living on top of each other. The shape of these particles is dened by an implicit eld which deforms under the inuence of neighbor particles. We dene a set of shaders to simulate a volumetric appearance in the spirit of Gardner’s textured ellipsoids, to make the shape appear continuous, and to account for dedicated shading effects. In this paper we deal only with the denition of the shape. However, we believe that this model is well suited to be integrated with particle animation and advanced rendering.

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