Applying Volumetric Sampling Methods to the Rendering of Rain Droplets (2024)

I developed a new technique for rendering physically accurate rain streaks for my master thesis and implemented it in the rendering software PBRT-4.

Inspired by volumetric rendering techniques such as the one implemented in one of my previous projects, I started researching the possibilities of using the same techniques to render rain streaks from a procedurally generated volume. In addition to researching more about existing volumetric rendering techniques, this included research into the physical properties of rain and the challenges these would present. I also implemented a ground truth algorithm to use for comparison with the method I was to develop.

The final implementation and math went smoothly and presented further optimisation possibilities by replacing the smallest rain drops with a uniform fog throughout the scene. The extra predictability presented by volume sampling allows a lot of noise reduction compared to the ground truth method, and allows the algorithm to run on the GPU. The method is still impractically slow for real-time rendering and requires further research to be fully physically accurate, but is currently one of the first approaches to rain rendering in the raytracing scene.


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