Noise Based Grass System
C++, Foliage System, GPU Optimization
* A noise based, procedurally generated grass system , built in C++ and OpenGL.
* Focused on Artsit facing features that empower devs, toolage and GPU optimisation.
Core Graphics Programmer, GPU Optimzation, Shader Programming
Here is a list of features I worked on:
* Inspired from the grass from breath of the wild, this project for my dissertation features a scene with multiple million grass blades, each individually animated.
* The focus of this project was to implement a more simplified (albeit scalable) version of modern day foliage system. This project taught me a lot about compute shaders, instancing on the GPU and tech art principles through shader writing , general color correction and uv translation. Managing scope creep in a project like this was also essential, and it allowed me to finish a presentable demo on time that I was proud of.
* The final build features a scene with millions of individually animated grass blades, with a wind system with artist authored parameters. A tool to change the wind direction and speed built on ImGui is also present. Additional tech art features include: height-based color blending, brightness, contrast,saturation and gamma correction support, and a camera basedregion support.
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