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  • Features
    • Vulkan grass and compute pipeline setup
    • Grass tessellation and rendering
    • Physics simulation on blades
      • Gravity
      • Recovery
      • Wind (noise, sinusoidal, radial)
    • Culling
      • Orientation
      • Frustum
      • Distance
    • Performance Analysis
  • I think a little bit more background on the Vulkan pipeline would have helped me through some of the setup stages. I struggled to figure out the inputs and outputs of the compute and tessellation shaders, so discussing these in a application oriented way may have helped. I also think it would have helped to connect the base code to the Vulkan pipeline a little more, pointing out which parts of the base code are performing which parts of the pipeline.

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