sity the sun hits the outer walls and the roof in or-
der to optimize energy consumption. Another exam-
ple is the problem to position a patio or a balcony in
such a way that it has as much sun exposure as pos-
sible. Some approaches have been presented which
consider the effects of light and shadow in city mod-
els, but they are focussed on light interaction between
virtual buildings only, without considering global ef-
fects caused by the virtual sky (D
¨
ollner et al., 2006).
In this paper we present techniques to augment
visualizations of city models with real-time meteo-
rological phenomena. We include information from
real-time video captured with web-based or special-
ized weather cameras, and retrieve current weather in-
formation from web-services, for example, data about
precipitation, cloudiness or fog. Combining all this
information we render a virtual sky having a visual
appearance that comes close to that of the real sky,
and hence the perception of the current weather for a
virtual city model is improved.
The remainder of the paper is structured as fol-
lows. Section 2 examines work related to visualiza-
tion of meteorological phenomena. In Section 3 we
describe our hardware setup and the data acquisition
from different sources about the past, current and up-
coming weather. Furthermore, we explain how to in-
terpret and combine this data. This information is
used by the rendering techniques described in Sec-
tion 4 to generate a realistic sky. Section 5 presents a
user study in which we evaluate how close the visual
appearance of generated virtual skies comes to their
real counterparts. The paper concludes in Section 6.
2 RELATED WORK
Visualizing physical phenomena, e. g., atmospheric
scattering, is one of the main research topics in com-
puter graphics (Schafhitzel et al., 2007). Most of the
early work is based on ray tracing, which is an ap-
propriate method for creating photo-realistic repre-
sentations of the atmosphere. However, due to the
high computational costs, an interactive visualization
was not possible at that time and therefore other ap-
proaches had to be applied. In most systems for visu-
alizing 3D city models the sky is modeled with spher-
ical or cubical shapes surrounding the virtual camera.
Textures showing corresponding images of a sky are
added to the shapes and give the impression of a sky.
When using a sky box, the virtual sky is composed
of six images forming the sides of a cube, i. e., left,
right, top, bottom, front and back textures (see Fig-
ure 1(a)). With such a configuration the appearance
of the virtual sky is limited to an infinite distant sky,
(a) Skybox textures (b) Skydome texture
Figure 1: Texture-based approaches for generating static
virtual skies.
and moreover animations like moving clouds cannot
be integrated easily. Alternatively one can use spheri-
cal domes to which distorted textures are applied (see
Figure 1(b)). Multiple transparent sky domes can vi-
sualize different layers of clouds and stars.
In general, the textures applied to certain sky
geometries already include meteorological informa-
tion, such as color transitions, virtual clouds or a vir-
tual sun. Since static images are used, the visual ap-
pearance is restricted in such a way that changes of
the sky caused, for instance by winds etc., cannot be
incorporated. In order to allow smooth changes in the
visualization of the sky, geodesic domes composed
of uniform patches can be used. A geodesic dome
is an almost spherical structure based on a network
of patches that lie approximately on the surface of a
sphere. Each patch is defined by a certain number of
vertices (at least three), whose color can be changed
in real-time.
Many authors focus on certain properties such as
sunlight or scattering (Riley et al., 2004). Clouds,
for instance, can be modeled as volumetric objects, as
flat images, so-called 3D impostor projected on a sky
dome, or using hybrid approaches (Harris and Las-
tra, 2001; Wang, 2004). Further rendering techniques
for meteorological features have been proposed, such
as using particle systems (Reeves, 1983) for rain ren-
dering (Tatarchuk, 2006) or for visualizing falling
and accumulating snow (Sims, 1990; Fearing, 2000).
Most of these features can be realized using program-
mable shaders in order to allow simple and efficient
rendering on the GPU (Roden and Parberry, 2005).
Some of these aspects have been included in sky ren-
dering libraries, such as SilverLining (Sundog Soft-
ware, 2007) or SkyWorks (Harris, 2004). However,
while these systems provide a good-looking impres-
sion of a virtual sky, they are more targeted on high
rendering performance than on realism. In particular
these applications do not take into account real-time
weather information in order to present an updated
sky.
The information required for rendering such a sky
can be retrieved from different sources. Refined data
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