Graphics researchers have created a GPU-run procedural algorithm for creating an equivalent 35.6 GB worth of trees, leaves, and brushes from just 52 kB of data
Anyone who is interested in realistic real-time graphics, be it in games or animation, will know that dense vegetation can be very costly on GPU resources. They either eat up lots of VRAM or shader time, or both. A team of university researchers and AMD staff have come up with a solution, though, that procedurally…