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LINSHEN XIAO
Vulkan Grass Rendering
In this project, I used Vulkan to implement a grass simulator and renderer. I used compute shaders to perform physics calculations on Bezier curves that represent individual grass blades. Since rendering every grass blade on every frame will is fairly inefficient, I also use compute shaders to cull grass blades that don't contribute to a given frame. The remaining blades will be passed to a graphics pipeline, in which I wrote several shaders. I wrote a vertex shader to transform Bezier control points, tessellation shaders to dynamically create the grass geometry from the Bezier curves, and a fragment shader to shade the grass blades.
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To see more, please check https://github.com/githublsx/Project6-Vulkan-Grass-Rendering.
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