In our work we focus on real-time rendering of planetary atmospheres and large areas of water. We first formulate a physically-based model for simulation of light transport in these environments.
This model accounts for all necessary light contributions — direct illumination, indirect illumination caused by the scattered light and interreflections between the planetary surface and the atmospheric volume, as well as reflections from the seabed. We adopt the precomputation scheme presented in the previous works to precompute the colours of the arbitrarily dense atmosphere and large-scale water surfaces into a set of lookup tables.
All these computations are fully spectral, which increases the realism. Finally we utilize these tables in a GPU-based algorithm that is capable of rendering a whole planet with its atmosphere from all viewpoints above the planetary surface.
This approach is capable to achieve hundreds of frames per second on today’s graphics hardware.