GPU-driven procedural grass rendering
grass rendering system that generates, animates (via Bézier curves and Perlin noise wind), and draws grass blades entirely on the GPU using compute shaders and DirectX 12's ExecuteIndirect to minimize CPU overhead.
🔧 C++ Custom engine 👤 Solo 💻 DirectX 12
My contributions
GPU Driven Rendering
Generated draw commands on the GPU via compute shaders and executed them with DirectX 12's ExecuteIndirect to minimize CPU overhead.
Base For Frustum Culling & LOD System
Level of Detail system of the grass blades and culling techniques are still a work in progress, but the base implementation is there via indirect rendering.



