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Coffee, Code & Shaders: Real-Time Rendering Conversations
Jacobo Ríos
44 episodes
3 days ago
Grab your favorite mug, pull up a chair, and join us in this cozy corner for a nice conversation on everything graphics programming — with freshly brewed coffee for all game developers passionate about pixels and algorithms.
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Technology
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All content for Coffee, Code & Shaders: Real-Time Rendering Conversations is the property of Jacobo Ríos and is served directly from their servers with no modification, redirects, or rehosting. The podcast is not affiliated with or endorsed by Podjoint in any way.
Grab your favorite mug, pull up a chair, and join us in this cozy corner for a nice conversation on everything graphics programming — with freshly brewed coffee for all game developers passionate about pixels and algorithms.
Show more...
Technology
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Procedural Grass Rendering in Ghost of Tsushima
Coffee, Code & Shaders: Real-Time Rendering Conversations
14 minutes 23 seconds
2 months ago
Procedural Grass Rendering in Ghost of Tsushima

On this occasion, we will discuss about the presentation by Eric Wohllaib, Graphics Programmer at Sucker Punch Productions, gave at te Game Developers Conference, about how the procedural grass system implemented for the game Ghost of Tsushima was developed using Compute Shaders and Bézier Curves—covering everything from instance data generation and level-of-detail management, to the unified wind system and its interaction with the player.

watch full presentation here:

https://www.youtube.com/watch?v=Ibe1JBF5i5Y

Coffee, Code & Shaders: Real-Time Rendering Conversations
Grab your favorite mug, pull up a chair, and join us in this cozy corner for a nice conversation on everything graphics programming — with freshly brewed coffee for all game developers passionate about pixels and algorithms.