You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.

close
    
Session Name: Advanced Graphics Summit: Procedural Grass in 'Ghost of Tsushima'
Speaker(s): Eric Wohllaib
Company Name(s): Sucker Punch Productions
Track / Format: Advanced Graphics Summit
Overview: 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.

Game Developers Conference 2021

Eric Wohllaib

Sucker Punch Productions

free content

Advanced Graphics Summit

Visual Arts