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Real-Time GPU Tree Generation

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Bastian Kuth, Max Oberberger, Carsten Faber, Pirmin Pfeifer, Seyedmasih Tabaei, Dominik Baumeister, Quirin Meyer

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Description

Real-Time GPU Tree Generation presents a High-Performance Graphics 2025 symposium paper by Bastian Kuth, Max Oberberger, Carsten Faber, Pirmin Pfeifer, Seyedmasih Tabaei, Dominik Baumeister, and Quirin Meyer on procedural GPU tree generation and rendering.

It argues that baking procedural trees to polygons wastes memory, and instead generates and renders vegetation each frame with GPU work graphs and mesh nodes from compact generation code. The method targets instant in-engine authoring, continuous per-frame LOD and tessellation, detailed animation, and seasonal details such as blossoms, fruits, and snow. A reported teaser scene costs about 3.13 ms to generate and write to the G-buffer on an AMD Radeon RX 7900 XTX.

It is for advanced real-time graphics researchers and engine programmers familiar with GPU-driven geometry and modern mesh pipelines. Comfort with procedural vegetation and recent GPU APIs is assumed.

Access is through the Eurographics Digital Library item page with a PDF and supplemental videos from The Eurographics Association.

It is useful when evaluating GPU-resident procedural trees against baked mesh vegetation. Link last verified accessible on 2026-09-29. Link last verified accessible on 2026-09-28.