ABSTRACT

Grass rendering and simulation are challenging topics for video games because grass can cover large open areas and require heavy computation for simulation. The authors provide an efficient and scalable level-of- detail (LOD) system for grass using DirectX 11. In addition to LOD, a master- and-slave system reduces simulation computation dramatically but still preserves the quality of the simulation. To make the grass look natural, it is vital to acquire a natural shape for the grass blades. The authors explore a several grass blade types, each of which has a fixed number of knots. Master blades are the grass blades that are actively simulated. During the process of growing blades procedurally, authors arrange master blade vertex positions followed by slave vertex positions. The authors analyze the quantized distance threshold and simply read the value of the prefix-scan array using the quantized distance threshold as an index; the prefix scan stores counts of values.