Procedural Grass Systems (2023)
- Modern Grass Rendering - Optimization Techniques - code generated Grass -
This project dives into the technical artistry of crafting optimized, realistic and/or stylized grass systems in Unreal Engine, inspired by the innovative methods of game Ghost of Tsushima.
The exploration includes techniques like culling, LOD (Level of Detail), procedural foliage distribution and procedural biomes, GPU instancing, nanite rendering and other optimizations to balance performance and visual fidelity.Advanced procedural generation frameworks define parameters like density, color, and clustering, and more, mimicking natural growth patterns.
The challenge finally extended into an approach to code-generated custom grass systems, it was important for me to achieve omptimal frame rates to maintaine immersive quality for VR.
This evolving technical approach in the project showcases creative problem-solving and highlights a deep understanding of modern grass rendering and optimization techniques, offering versatile, scalable solutions for expansive open-world or VR environments, whether hyper-realistic or stylized.
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