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Advanced Graphics Summit: Procedural Grass in 'Ghost of Tsushima'
The art direction for Ghost of Tsushima calls for giant fields of lush grass blowing in the wind for Jin to ride his horse through. To this end, Sucker Punch Productions chose to render their fields by generating individual blades of grass on the GPU that could each have their own procedural appearance and animation. In this 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.
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