“Rendering Detailed Outdoor Ground Surfaces on the GPU”

  • ©Orin Tresnjak




    Rendering Detailed Outdoor Ground Surfaces on the GPU



    A number of techniques have been used in the past for rendering large fields of grass, but only with recent advances has it become possible to procedurally produce a scene interspersing multiple types of three- dimensional ground vegetation in a convincingly organic way, with essentially all processing on the GPU. I will describe here a technique to do this, making extensive use of the new vertex texture fetch capability available on current-generation GPUs. I will focus on how the technique can be implemented for a single (nxn) square patch of ground, and then very briefly discuss issues in extending it to cover large-scale terrain.

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