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Use the GDC 2021 Session Viewer to browse and sort the ever-growing list of sessions by pass type, topic, and format. You will be able to build your personal schedule directly within the event platform, once live early July 2021.

Advanced Graphics Summit: Procedural Grass in 'Ghost of Tsushima'

Eric Wohllaib  (Rendering Engineer, Sucker Punch Productions)

Pass Type: All Access Pass, Summits Pass

Topic: Programming

Format: Session

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.

Takeaway

Attendees can expect to takeaway an understanding of how Ghost of Tsushima renders large fields of individually animating blades of grass on the PS4.

Intended Audience

This talk is intended for programmers familiar with compute shaders, indirect draw calls, and other aspects of modern rendering APIs.