A detailed technical breakdown of building 'False Earth', an interactive WebGPU experience featuring millions of procedurally animated grass blades and flowers. The author explains the transition from WebGL to WebGPU, covering GPU storage buffers, compute shaders for grass simulation, indirect drawing for GPU-driven frustum culling, multi-tier LOD, Vertex Animation Textures (VAT) for flower lifecycles, vertex deformation via cubic Bézier curves, wind/interaction systems, procedural shading without textures, async shader compilation for smooth loading, and a post-processing pipeline built with Three.js Shading Language (TSL).

16m read timeFrom tympanus.net
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Table of contents
The WebGL PrototypesThe Infinite Grass FieldVAT FlowersOptimizationThe Final PolishConclusion
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