Real-Time Grass Video

I finally got around to posting a video of the current progress. So far the project is going quite swimmingly, if I do say so myself. One thing I want to say is that I am amazed on the sheer power of the GPU’s geometry shader. I had no idea it was able to generate so many vertices at such interactive speeds. Each of the blades that are rendered is being generated procedurally in the geometry shader given only root positions, which is passed in the vertex buffer. Currently I render about 40,000 blades of grass at a solid FPS of 50FPS.

The swaying of the grass is being modeled by simple oscillators such as sine and cosine. There currently is no interaction that the player can have with the grass. However, my next step is to allow the user to affect the wind conditions of the scene. The wind condition vectors will be modeled using Navier-Stokes equations. Hopefully it comes out as cool as I see it in my mind’s eye. Stay tuned.


Subscribe to comments Posted on 09.04.10 to Game Development, Videos by Eddie
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Comments ( 2 )

yo eddie,

This is nick. Tim’s friend from LA. I’m digging the grass simulation. You should check out this movie ‘Onibaba’ for some inspiration. It contains a bunch of shots of grass moving in the wind. None of it is simulated its all real grass on film. However, maybe you can derive some algorithms from the scenes.

Cool thesis

nico added these pithy words on Sep 11, 2010 @ 1:07 pm

Hey Nick,

thanks for the info! I will definitely check it out. :)

Eddie added these pithy words on Sep 11, 2010 @ 2:28 pm

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