Vulkan Grass
System
A GPU-driven grass renderer built from Bézier blades, compute-based motion, visibility tests and level-of-detail selection.
A curve,
not a card.
Each blade is described by Bézier control points. Tessellation expands that compact curve into a camera-facing ribbon, preserving a readable silhouette from the root through the bent tip.


Wind on
the GPU.
A compute pass updates blade orientation before tessellation. Layered wind fields bend the control points while the root remains planted, keeping motion coherent without making the field uniform.
Spend geometry
where it matters.
Frustum and orientation tests remove blades that cannot contribute to the frame. Distance-based detail selection changes the generated blade shape before rasterization, keeping the dense field visually stable.
Seed
Distributes compact blade descriptors across the terrain.
Simulate
Updates control points through compute-driven wind motion.
Select
Culls invisible instances and chooses an appropriate detail form.
Tessellate
Turns each surviving curve into renderable blade geometry.
GPU GRASS SYSTEM
VULKAN · COMPUTE SHADERS · TESSELLATION
A responsive real-time grass renderer built from Bézier blades. Compute shaders simulate wind and recovery forces while orientation, frustum and distance culling plus adaptive LOD keep more than half a million blades interactive.