Vulkan Grass Renderer
A million blades of grass, simulated and culled on the GPU
Vulkan, GLSL, C++ · Oct – Nov 2025
- 1M blades simulated every frame
- 4.31× faster with GPU culling at 1M blades
- 10 → 2 tessellation subdivisions, near to far
Real-time grass in Vulkan: up to 1 million physically animated blades at interactive frame rates, using compute and tessellation pipelines.
- Compute-shader physics applying gravity, Hooke's-law recovery, and turbulent wind to Bézier-curve blades, 1M+ updates per frame
- Three-tier GPU culling (orientation, view frustum, distance) with atomics and indirect draws, 4.31× faster at 1M blades
- Hardware tessellation with distance-based level of detail, from 10 down to 2 subdivisions