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Real-Time Grass Rendering (Part-4)

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Uploaded by on Sep 25, 2010

Grass implementation done mostly on the geometry shader. This also includes some post-processing effects such as bloom and simple depth of field to handle the blending of distant geometry.

Coded in C++ using DirectX10

More detail: http://illogictree.com/blog/masters-thesis/

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Science & Technology

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Standard YouTube License

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Uploader Comments (eddiephish)

  • This is really amazing! I have a few questions, if you don't mind (I won't try to steal your ideas, I just want to learn):

    1. How are the blades of grass managed in memory? Is each blade of grass its own object, or are they a property of the terrain itself?

    2. How do you handle the grass that is "far away"? I imagine you stop drawing grass at some distance, right?

    3. What kind of graphics hardware is needed to render this at 60 fps?

  • @harvestsun all your answers can be found in the pdf paper

  • what kind of engine you used to build this?

  • @shapeare1 my own engine that I rolled. c++ and directx10

  • Great now who's gonna mow it...

  • @Deadman245trioxin hahaha :D

Top Comments

  • Beautiful!

    You should team up with wolfire and crate a wonderful game.

    I wish I knew programming...

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All Comments (80)

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  • @eli0s78 You should try to learn it, it's very fun :3

  • @eddiephish But it's LOOOOOONG. :(

  • @eli0s78 So go learn it. There are tons of tutorials on the net, not to mention tons of kits (often times limited though) that make game creation easy. Free ones, that is.

  • @eddiephish You need to make a tutorial on this :D

  • Reminds me of Flower... O_O

  • What system specs are you running? i would really like to know, this is amazing.

  • It's beautiful! :D

  • @Deadman245trioxin Hahahaha

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