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Question by ThibaultCoutaz · Dec 12, 2017 at 02:57 PM · procedural-terrain

Procedural placement around a lot of differents positions.

Hello,


Since fews days i'm trying to figure out a solution to my problem :

I have a procedural terrain where I instantiate randomly some trees ( let's say around 5000 ).


for each tree instantiate I choose to instantiate some grass ( with the DetailPrototype of Unity ... ) I place thoses grass around my trees with the help of a "Poisson Disk Sampling" algorithme ( http://devmag.org.za/2009/05/03/poisson-disk-sampling/ ).


But of course my main problem is the performance and the speed of my generation . And doing the poisson disk sampling around each trees ( 5000 ) is really slow.


I'm currently trying to code the poisson disk sampling on the GPU to have the positions quicker.


but my question is do you know anyway to do it in a better way or quicker ? A algorithm to instantiate the grass around the tree randomly. I could maybe do it like totally random with just a random but I would like something a bit organise like random but in cirlce around the tree. Like if the grass is growing because there is a tree there. something a bit natural.


Thanks for your help. Thibault Coutaz

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