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A. Schneider, "Real-Time Volumetric Cloudscapes," in GPU Pro 7: Advanced Rendering Techniques, 2016, pp. 97-127. (Follow up presentations here, and here.)
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S. Hillaire, "Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite" in Physically Based Shading in Theory and Practice course, SIGGRAPH 2016. [video] [course notes] [scatter integral shadertoy]
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[R. Högfeldt, "Convincing Cloud Rendering – An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite"](https://odr.chalmers.se/hand
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| include(CMakeParseArguments) | |
| find_program(NIM_EXECUTABLE nimrod PATHS ENV PATH) | |
| mark_as_advanced(NIM_EXECUTABLE) | |
| # Determine the valac version | |
| if(NIM_EXECUTABLE) | |
| execute_process(COMMAND ${NIM_EXECUTABLE} "--version" | |
| OUTPUT_VARIABLE NIM_VERSION |