Webanck, AntoineCortial, YannGuérin, EricGalin, EricGutierrez, Diego and Sheffer, Alla2018-04-142018-04-1420181467-8659https://doi.org/10.1111/cgf.13373https://diglib.eg.org:443/handle/10.1111/cgf13373We present a phenomenological approach for modeling and animating cloudscapes. We propose a compact procedural model for representing the different types of cloud over a range of altitudes. We define primitive-based field functions that allow the user to control and author the cloud cover over large distances easily. Our approach allows us to animate cloudscapes by morphing: instead of simulating the evolution of clouds using a physically-based simulation, we compute the movement of clouds using key-frame interpolation and tackle the morphing problem as an Optimal Transport problem. The trajectories of the cloud cover primitives are generated by solving an Anisotropic Shortest Path problem with a cost function that takes into account the elevation of the terrain and the parameters of the wind field.cloudsprocedural modelingmorphingimplicit surfaces. CCS Concepts Computing methodologiesProcedural animationVolumetric modelsProcedural Cloudscapes10.1111/cgf.13373431-442