The aim of my thesis is to create physically realistic sky based on atmospheric scattering in real time rendering systems. Therefore I need to collect the correlated articles and formulas, which were used by Hoffman and Preetham, implement them, and integrate into the Ogre3D graphical rendering engine. In addition a method is proposed to calculate the areal perspective. This effect causes distant object to shift towards blue, eliminating the hard dividing line between sky and terrain. It’s important to find balance between the accuracy of calculations and the low requirements of the system. Finally, the aim is to develop a system, which can be easily integrated and used in any computer games.