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gfx: add Allumette volumetric cloud rendering paper
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docs/graphics/volume-rendering/volume-rendering-zoo.md

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## Research Snippets
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### Channel Lighting Magic
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- Devon Penney's overview of his technique from Alumette
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- Devon Penney's overview of his technique from Allumette: [DigiPro '16 - Volumetric clouds in the VR movie, Allumette](https://dl.acm.org/doi/10.1145/2947688.2947699)
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> Right now the rays terminate with the max samples per ray, which is ~25, and in general the rays early terminate with a density close to 1. This works for my clouds because they are so dense, and most rays early terminate except for gazing angles.
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> Try to do some experiments with straight ray marching, just for comparison. In my tests, I got nicely convergent renders with a 970 + Vive @ ~1.2ms GPU time, and some overhead for rendering the cloud shell into custom depth (.3-.4ms). There isn't much CPU overhead. This is with 25 samples per ray and my dense clouds with a 3d texture that is 950x950x600

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