#Implodee's Mesh Shader Grass Rendering Adventure
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So first of all I want to mainly follow the Ghost of Tsushima grass rendering talk but use the mesh shader pipeline instead of traditional vertex processing
In this 2021 Advanced Graphics Summit 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.
Head to GDC Vault (http:/...
Why just touch grass when you can make it? 
Anyways this is also mostly about jumpstarting my D3D12 sample framework
because honestly I need something to put into a portfolio if I want any chance at getting into this industry 
Ofc. because mesh shaders are awesome
and procedural geometry is a great usecase for those
grass won't be the only thing using mesh shaders (spoilers for future projects
)
https://github.com/rtryan98/grass-renderer
https://github.com/rtryan98/core
I've also decided to make the progress public - should be starting with the first grass patch very soon as there isn't a lot of plumbing yet for my sample framework.
why sad about it D:
fwiw most of the interesting stuff will be independent of D3D12 anyways
because I'm a vulkan enjoyer 
lmfao
fair enough, I do enjoy vulkan as well
but D3D12 is quicker to get running
ye true
Got swapchain and command list plumbing done
now only resources are left and then I can finally get going with grass
that I will do
I may have taken some days off for Alan Wake 2 + Cities Skylines 2 
But now it's time to actually think about the broader structure of that
I could cull grass tiles in task shader or I could cull individual blades and try some merging in mesh shader
quicker to get running
it has been a month and still no pics

pics NOW or this thread is kill
I didn't work over the holidays
(and the first week of this year)
no excuses
lmao fair