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I've kept exploring GPU-driven rendering and I've implemented a proof of concept for a GPU-based runtime object scattering system. I use it for grass but it can be used for all small objects that don't require physics interaction. 1/3

I've been working for a quite a while now on the GPU-driven renderer for Tides of Revival and it's really nice to finally see results like these 💚It wouldn't have been possible without the help of @srekel.net

The only inputs to the system are the camera position and the area around it where I want to scatter objects. Based on that a compute shader fetches the required terrain heightmaps (bindless resources in Tides), calculates the object height and orientation and performs frustum culling. 2/3

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