Hi Everyone. Andrew Schneider here.
It is really exciting to see all of this progress in our narrow field of realtime volumetric cloudscapes. A lot of our approach to cloud modeling relies on the noise textures, indeed. The examples above look very close to our cloud model - and better in some respects. Awesome.
We purposefully left code like sphere intersection out of the GPU pro article because it can be found easily. Graphics Gems (1998) P. 388, for example. The weather texture is also something we didn't elaborate on because it is just the result of combining several types of scrolling noise. We even hand paint some.
I implemented clouds in Final Fantasy XV at Square Enix based on your papers, with slight modifications.
In fact, I was working on that when a few from your studio visited us in Tokyo (perhaps you were among them?). I had the basics of your clouds going on my monitor when your guys walked by, but no one took the time to point out that my clouds were based off your work.
Oh well! Look for them in Final Fantasy XV!
L. Spiro