
2
II
Grass Rendering and Simulation
with LOD
Dongsoo Han and Hongwei Li
2.1 Introduction
Grass rendering and simulation are challenging topics for video games because
grass can cover large open areas and require heavy computation for simulation.
As an extension of our previous hair technology, TressFX [Tre 13], we chose grass
because it has unique challenges. (See Figure 2.1.) Our initial plan was to support
rendering many individual grass blades covering a wide terrain and simulating
their interactions using rigid bodies and wind.
To satisfy our requirements, we developed an efficient and scalable level-of-
detail (LOD) system for grass using DirectX 11. ...