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Volumetric clouds up close, seeded from the cloud map

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#169 1 comment 0 reactions 0 assignees View on GitHub

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Assessment

Difficulty
5/5
Estimated time
Over a week
Newbie friendliness
25/100
Issue type
Feature
Clarity
Mostly clear
Activity status
Active
Tech stack
javascript, three.js

Research direction

The issue names no files, tests, or entry points. Start by reading the parent issues #111, #88, and #41 to understand the cloud-map and renderer plans, then locate the existing Cesium swap and cloud rendering paths. Done means a smooth orbit-to-low-altitude blend to volumetric clouds matching the map in coverage, with parity on both sides of the swap.

Written by the indexing model from the issue text.

Description

enhancement track:rendering

Under #111. Split from #88 (2026-10-06 planning).

What

From far away clouds are a texture (#88: daily from NASA GIBS where data exists). Zooming in, cross-fade to generated volumetric clouds: raymarched or impostor cloud volumes whose coverage, type and height are seeded by the cloud map at that location (so the volumetric clouds are where the satellite saw clouds), lit by the Sun and the atmosphere pass in exposure units, casting shadows on the ground where affordable.

Generalization

The same renderer, with per-body parameters, for Venus's deck, Titan's haze and gas-giant cloud tops (#41).

Done when

Descending from orbit to a few km over a cloudy region of a given date blends smoothly from the GIBS texture to volumetric clouds that match it in coverage, on both sides of the Cesium swap (parity check).


Generated by Claude Code

Dominant language
JavaScript
Stars
55
Forks
4
Avg merge
10h 12m
Merged PRs (30d)
134

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First steps

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