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Graphics Programming2025

Volumetric Clouds

Real-time volumetric clouds raymarched against a 3D density texture, following the Graphics Programming Conference masterclass, as a standalone shader project.

Volumetric Clouds

In 2024 I attended a masterclass on volumetric clouds at the Graphics Programming Conference. This project is a follow-along implementation of the technique taught there: real-time volumetric clouds raymarched against a 3D density texture, built as a standalone shader project rather than inside a game engine.

I later revisited this same approach in a browser-based Three.js version, with cleaner shaders, better lighting, and a more efficient density representation, see that project for the deeper technical breakdown.

Graphics Programming Conference

Volumetric clouds

Let’s talk light.

Open to graphics and rendering roles. The best way to reach me is email.

berten.xander@gmail.com