jair

Emulating Ghost of Tsushima's Grass in Godot

For this project, I tried to recreate the feel of Ghost of Tsushima’s procedural grass in Godot, following their 2021 Advanced Graphics Summit talk, Procedural Grass in ‘Ghost of Tsushima’. This was my final project for MIT’s 6.4400 Computer Graphics course. Here’s a twenty-one second demo of an open field at a density of 0.4 (more on what that means later). For this scene, I used a terrain heightmap generated from simplex noise. ...