Grass, one of the key elements of making a computerworld look lush.
The basic idea came from Nvidia http://http.developer.nvidia.com/GPUGems/gpugems_ch07.html From This moment we had thousands blades of grass rendered in one piece. The simulation of the waving is being done in the shader.
The next idea was it's dull to have just one type of grass so, the we putt several types of grass on one texture. To make it more usual we created a little tool, here you could drag around textures put them in structured or filling manor. The tool would then export the texture and along with it an XML file where all the UV-coords are stored.
The next idea was another one from Nvidiahttp://http.developer.nvidia.com/GPUGems2/gpugems2_chapter01.html the idea is that grass is never the same color. The thing that keeps is interested in natural environemts is the diversity and non-repetion of it. There for we wanted the grass not to have the same color but all different. We did by using a noise randomisation between 2 colors green and brown
without NoiseColoring
with NoiseColoring