Chapter 16. Vegetation Procedural Animation and Shading in Crysis

Tiago Sousa Crytek

At Crytek, one of our primary goals for Crysis was to define a new standard for computer game graphics. For our latest game, we have developed several new technologies that together comprise CryENGINE 2. A key feature of Crysis among these technologies is vegetation rendering, which is composed of several parts, including procedural breaking and physics interaction, shading, procedural animation, and distant sprite generation, among others.

Vegetation in games has always been mainly static, with some sort of simple bending to give the illusion of wind. Our game scenes can have thousands of different vegetations, but still we pushed the envelope further by making ...

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