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OpenGL Cloud rendering idea

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I would appreciate feedback in the form of pro / con for the following idea. Most games today use a simple skybox or skydome to represent the sky. In some skydomes the clouds are animated while others are not. In regards to the animation, some interpolate over perlin noise and some just transform textures. As most game play is on the ground this is fine, but what about if the game play is in the sky, such as flight simulator. MS FS (Wang) uses pre-modelled clouds with particles and the impostor method. My idea is to use perlin noise to place the particles (billboarded of course) which will represent the clouds, and then animate these just as real clouds move / evolve. In an effort to have "in cloud" experiences. And use the impostor method too. Feed back??? Apart from hardware point sprites what other cutting edge technology can I make use of using openGL??? How useful will this effect be?

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youre thinking of creating a clouds out of 10,000s of particles?
gonna be slow and most likely wont look good
there are quite a few papers of doing clouds at this site (perhaps also see vterrain.org)

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