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Procedural Grass in 'Ghost of Tsushima'

GDC Festival of Gaming

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  • Presented by Eric Wohllaib, Graphics Programmer

Advanced. Deep dive for people who know the field.

166K views4 years ago

Graphics and audioGame developmentRenderingGPUs, shaders and CUDAGame programming

Eric Wohllaib discusses how Sucker Punch generated, rendered, and animated acres of procedural grass within memory and performance limits.

In this 2021 Advanced Graphics Summit talk, graphics programmer Eric Wohllaib will discuss how they generate acres of grass within reasonable memory and performance limits, techniques for rendering and animating individual blades, and methods for making thousands of individual blades of grass look like a natural field. Head to GDC Vault (gdcvault.com) for the latest video-on-demand sessions from GDC 2022—with several GDC videos available to watch for free! Join the GDC mailing list: gdconf.com/subscribe Follow GDC on Twitter: twitter.com/Official_GDC GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.

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