{"repo":"mreinfurt/Grass.DirectX","free":true,"listed":false,"github":"https://github.com/mreinfurt/Grass.DirectX","clone":"git clone https://github.com/mreinfurt/Grass.DirectX.git","description":"Realistic Grass Rendering using DirectX 11 and a geometry-shader based approach.","language":"TeX","stars":63,"topics":["directx","sharpdx","geometry","grass","geometry-shader","c-sharp","graphics-programming","game-development","rendering","unity"],"license":null,"category":"game-templates","readme_excerpt":"Realistic Grass Rendering - DirectX 11 ==== Realistic grass simulation using the geometry shader to render millions of grass blades simultaneously. The project is using SharpDX with DirectX 11 settings. A video is available on YouTube: https://youtu.be/jxnacUBaG7c Installation - Visual Studio 2013 - Building the project will automatically download all dependencies thanks to NuGet. Resources I mainly used and combined ideas from the following papers (sorted by importance): Edward Lee: Real-Time Grass (Master Thesis) Kevin Boulanger: Rendering Grass in Real Time with Dynamic Lighting (PhD Thesis) Markus R. Tillmann: Procedural Rendering of Geometry-Based Grass in Real-Time (Bachelor Thesis) However, there are a few more notable articles, mostly describing alternative ways to render grass: GPU Gems: Rendering Countless Blades of Waving Grass Outerra: Procedural Grass Rendering References Direct3D Reference.aspx) HLSL Reference.aspx) SharpDX Reference","default_branch":null,"files":null,"tree":[],"storefront":"/r/mreinfurt","claimed":false,"request_supported":{"post":"https://gitbuyer.com/r/mreinfurt/Grass.DirectX/request-supported","requests":0},"note":"indexed from public GitHub; nothing is for sale on this page. Clone it from GitHub. Paid listings live at /search."}