Coffee, Code & Shaders: Real-Time Rendering Conversations

Procedural Grass Rendering in Ghost of Tsushima


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On this occasion, we will discuss about the presentation by Eric Wohllaib, Graphics Programmer at Sucker Punch Productions, gave at te Game Developers Conference, about how the procedural grass system implemented for the game Ghost of Tsushima was developed using Compute Shaders and Bézier Curves—covering everything from instance data generation and level-of-detail management, to the unified wind system and its interaction with the player.

watch full presentation here:

https://www.youtube.com/watch?v=Ibe1JBF5i5Y

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Coffee, Code & Shaders: Real-Time Rendering ConversationsBy Jacobo Ríos