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Eric Wohllaib (Rendering Engineer, Sucker Punch Productions)
Pass Type: All Access Pass, Summits Pass
Vault Recording: TBD
Audience Level: N/A: I would like to deliver a virtual presentation only
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.
Attendees can expect to takeaway an understanding of how Ghost of Tsushima renders large fields of individually animating blades of grass on the PS4.
This talk is intended for programmers familiar with compute shaders, indirect draw calls, and other aspects of modern rendering APIs.