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Efficient grass rendering based on precomputed raycast

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This is a showcase for algorithm that I designed for rendering certain geometry such as grass and fur. This showcase is running on Path of Exile engine. Main focus of this technique is speed -- it runs in O(1) complexity and speed does not depend on grass density. It means that it will render 100 grass blades in same time as it would render 1000000 blades. Grass takes about 1ms to render worst case in 1080p on my GTX750.
Algorithm is based on an acceleration structure that's built in a precomputation step. Building precomputation data takes from a couple of seconds in low quality up to ~6 hours in high quality. I did not find any mentions of similar algorithms used by other researchers and would be interested to see any papers if someone would find any.
Algorithm is based on an acceleration structure that's built in a precomputation step. Building precomputation data takes from a couple of seconds in low quality up to ~6 hours in high quality. I did not find any mentions of similar algorithms used by other researchers and would be interested to see any papers if someone would find any.
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